hide results

    FAQ/Strategy Guide by KChang

    Updated: 06/20/03 | Search Guide | Bookmark Guide

                            Starfleet Command
                    Unofficial Strategy Guide and FAQ
                        also covers Gold Edition
                             by Kasey Chang
                         released June 20, 2003
    0    Introduction
    This section is mainly about the FAQ itself and some legalese.
    You can read the most often asked FAQs at the end of this
    section, or skip right to [1] for the "stuff".
    If you like the FAQ, send me $1.00. :-)  See 0.3
    This is a FAQ, NOT a manual. You won't learn how to play the game
    with this document, and I'm NOT about to add it to ease the life
    of software pirates, no matter how old the game is.
    Most of the tactical combat tips and discussions will also apply
    to SFC2 and SFC2:Orion Pirates. I have a similar guide for SFC2.
    Some of you may recognize my name as the editor for the XCOM and
    XCOM2: TFTD FAQ's, among others.
    If you don't care about all these verbiage (it's mainly for
    people who want to redistribute the guide) you can jump right to
    the end of this section and read some of the FAQs.
    If you like the FAQ, send me $1.00. :-)  See 0.3
    This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2003,
    all rights reserved excepted as noted above in the disclaimer
    This document is available FREE of charge subjected to the
    following conditions:
    1) This notice and author's name must accompany all copies of
    this document: " Starfleet Command Unofficial Strategy Guide and
    FAQ" is copyrighted (c) 2003 by Kasey K.S. Chang, all rights
    reserved except as noted in the disclaimer."
    2) This document must NOT be modified in any form or manner
    without prior permission of the author with the following
    exception: if you wish to convert this document to a different
    file format or archive format, with no change to the content,
    then no permission is needed.
    2a) In case you can't read, that means TXT only. No banners, no
    HTML borders, no cutting up into multiple pages to get you more
    banner hits, and esp. no adding your site name to the site list.
    3) No charge other than "reasonable" compensation should charged
    for its distribution.  (Free is preferred) Sale of this
    information is expressly prohibited. If you see any one selling
    this guide, drop me a line.
    4) If you used material from this, PLEASE ACKNOWLEDGE the source,
    else it is plagiarism.
    5) The author hereby grants all games-related web sites the right
    to archive and link to this document to share among the game
    fandom, provided that all above restrictions are followed.
    Sidenote: The above conditions are known as a statutory contract.
    If you meet them, then you are entitled to the rights I give you
    in 5), i.e. archive and display this document on your website. If
    you don't follow them, you did not meet the statutory contract
    conditions, thus you have no right to display this document. If
    you still do so, then you are infringing upon my copyright. This
    section was added for any websites who don't seem to understand
    Gamers who read this guide are under NO obligation to send me ANY
    However, a VOLUNTARY contribution of one (1) US Dollar would be
    very appreciated.
    If you choose to do so, please make your US$1.00 check or $1.00
    worth of stamps to "Kuo-Sheng Chang", and send it to "2220 Turk
    Blvd. #6, San Francisco, CA 94118 USA".
    If you don't live in the US, please send me some local stamps. I
    collect stamps too.
    This USG should be available at Gamefaqs
    (http://www.gamefaqs.com) and other major PC game websites (such
    as gamesdomain.com, gamespot.com, etc.). I only release it to
    Gamefaqs, so they would always have the latest. If you get it
    from anywhere else, beware that it may NOT be the latest and
    greatest version.
    To webmasters who wish to archive this FAQ on their website,
    please read the terms of distribution in section 0.2. It is quite
    0.5   OTHER NOTES
    There is no warranty for this unofficial strategy guide. After
    all, it depends on YOU the player.  All I can do is offer some
    Some bits of information here are condensed, summarized and
    adapted from the SFB Tactics Manual (original edition).
    PLEASE let me know if there's a confusing or missing remark... If
    you find a question about this game that is not covered in the
    USG, e-mail it to me at the address specified later.  I'll try to
    answer it and include it in the next update.
    The address below is spelled out phonetically so spammers can't
    use spambots on it:
    Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT
    Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike
    To decipher this, simply read the first letter off each word
    except for the numbers and the punctuation. This is "military
    phonetics" or "aeronautical phonetics" in case you're wondering.
    This document was produced on Microsoft Word 97, with some note
    taking on a Handspring Visor with the Targus Stowaway foldable
    keyboard. Some editing was done with Editpad
    0.6    THE AUTHOR
    I am just a game player who decided to write my own FAQs when the
    ones I find don't cover what I want to see.  Lots of people like
    what I did, so I kept doing it.
    Previously, I've written Unofficial Strategy Guides (USGs) for
    XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing
    Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I)
    Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4,
    Mechwarrior 4: Black Knight, Need for Speed: Porsche Unleashed,
    The Sting!, Terranova, Fallout Tactics, and a few more.
    Most of them should be on http://www.gamefaqs.com, the biggest
    FAQ site around.
    To contact me, see 0.4 above.
    Starfleet Command, Starfleet Command Volume II: Empires at War,
    Starfleet Command Volume II: Orion Pirates are trademarks of
    Interplay and its strategy division, "14 Degrees East"
    Starfleet Command was created by QuickSilver Software, published
    by Interplay and 14 Degrees East.
    Starfleet Command is partially based on Star Fleet Battles. Star
    Fleet Battles is a registered trademark of Amarillo Design
    Bureau. See http://www.starfleetgames.com for more details.
    Starfleet Command and Star Fleet Battles are both based
    on/inspired by Star Trek, which is a trademark by Paramount
    Pictures. See http://gaming.startrek.com for all you want to know
    about Star Trek computer and console games.
    Some parts of this guide were taken from my SFC2:EAW guide. Most
    of the tactics and such applies to both.
    18-JUN-2003    Initial Release
    Q: Can you send me SFC (or portions thereof)?
    A: No.
    Q: Can you send me the manual (or portions thereof)?
    A: That's a portion of the game.
    Q: Can you tell me how to play the game?
    A: Read the manual.
    Q: What are the keyboard shortcuts?
    A: Read the manual or look in the game options
    Q: What's the latest version of SFC2?
    A: V1.3 was the latest.
    Q: What is the difference between SFC and SFC Gold?
    A: SFC Gold adds 3 new Federation missions, 3 new Klingon
    missions, 10 new Hydran missions 7 new Gorn missions, and 3 new
    Romulan missions, plus various "patches".
    Q: What is SFC: Neutral Zone?
    A: It's a stripped-down introductory version of the game that
    allows you to command a Federation cruiser (i.e. Enterprise)
    against a Klingon D-7 cruiser only, and do battle against AI. It
    essentially is a demo, albeit sold at a very low cost.
    Q: Which race should I start first?
    A: Probably the Feds. They are "average" in all areas and their
    ships are a bit more survivable.
    Q: How many difficulty levels are there?
    A: The AI level can be set to 3 levels, captain, commodore, or
    Q: What is the difference between the different eras?
    A: They affect ship and weapon availability. Some ships and
    weapons do not become available until later. If you start early,
    you'll have to make do with the earlier versions of the ships,
    which would be somewhat weaker and without those wartime refits.
    Q: What is the maximum number of ships I can own?
    A: You can own total of three ships.
    Q: How do I beat those "elite" missions in single player
    A: See section 15
    Q: What do the medals screen really mean?
    A: They show what special missions you've "won", in addition to
    your rank (which depends on your prestige).
    Q: What are some of the terms used in SFC/SFB mean?
    A: See the "glossary" at 1.10
    Q: I'm an SFB veteran. Why can't I make sense of SFC?
    A: SFC is based on SFB, but it's NOT a direct computer
    adaptation. It has its own quirks and tactics, though a lot of
    the basic tactics such as Mizia, anchor, and so on still applies.
    Q: But aspect ___________ of SFC does not fit rule ___________ of
    A: Being "based on" does NOT mean it's a direct translation.
    Q: Where's the rest of the ships?
    A: Try SFC2:EAW.
    Q: Where are the X-ships?
    A: They are in the SFC2: Orions Pirates "standalone expansion".
    Q: But those are TOS/TMP ships. Where's the TNG ships?
    A: Try SFC3.
    Q: Where are the cheat codes?
    A: There aren't any. This is a STRATEGY game.
    Q: How do I get better crew?
    A: You "buy" them at the recruiting office.
    Q: But I don't see any good ones available!
    A: So take your "green" crew on a few missions, which will turn
    them into veterans after 4-5 missions. On the other hand,
    "Legendary" crew must be hired.
    Q: Can I edit/create my own scenarios?
    A: For SFC1, the mission API is published. However, there's no
    simple "editor". You must use the API and write your own C++
    program to create the missions.
    Q: How do I play online?
    A: In order to play the original SFC online at Gamespy Arcade,
    you can download the files necessary to bring you to current
    version with the proper fixes to play online at the web site
    Q: Why I don't see some of the missions you listed in my SFC?
    A: Two possibilities: 1) You have the regular, not the "Gold"
    edition, and 2) You don't have the "SFCScripts" update.  You can
    download the latter from
    1    Game Information: What is SFC?
    SFC, or Starfleet Command, is a starship combat simulation set in
    the Star Trek universe. It is an officially licensed Star Trek
    Star Fleet Battles was a board game that was inspired by Star
    Trek. Amarillo Design Bureau (ADB) based Star Fleet Battles (SFB)
    on the Franz Joseph "Star Fleet Technical Manual" (to Trekkers,
    the TOS Tech Manual) where ships such as destroyers and
    dreadnoughts were proposed as part of Federation Star Fleet. SFB
    was VERY careful not to ever mention Star Trek or use ANY of the
    Star Trek elements in its materials, as Paramount never licensed
    The original SFB was published in a small "booklet" format sealed
    in ziplock bags. It was first published in 1979 though it was
    designed as far back as 1975.  It only had the Feds, Klingons,
    and Romulans. Some races were added later in expansion packs.
    Then came the "Commander's Edition" in 1990. Commander's Edition
    had Federation, Klingon, Tholians, Romulans, Orions, Gorns, and
    Kzintis (from the animated Star Trek episode, "The Slaver
    Weapon", which used the Kzintis from Larry Niven's stories). You
    can find more about the Kzintis by reading the "Man-Kzin Wars"
    collection in your local library or bookstore.
    The final (often called "Doomsday")  "Captain's edition" rules
    was in 1994. All the rules are now revised properly and swore
    never to be changed except for VERY good reasons. Other races
    such as Lyrans and Hydrans were added, and later the ISC. There
    are also a lot of minor races like Lyran Democratic Republic
    (LDR), the WYN, and so on in later expansion modules.
    Other expansion modules added carrier operations, PF operations,
    very large ships (like battleships and battlecruisers, as well as
    heavy dreadnoughts and light dreadnoughts), new terrain types
    (radiation zone, heat zone, etc.), more monsters, more auxiliary
    units, more conjectural units, more races, and much more.
    In time, the SFB universe diverged significantly from the Star
    Trek universe. In SFB, the empires continue to fight minor wars
    on and off until the General War, where everybody started
    fighting. The Organians are missing, off dealing with some other
    threats. The General war lasted 18 years. Organians later came
    back with the ISC and tried to let ISC enforce peace on
    everybody, and initially the ISC were successful, until a new
    invader came, the Andromedans.
    To learn more about the General War and the SFB universe in
    general, please read the "General War Timeline" on the SFB
    website at
    (In case you wonder what about the Andromedans, here's a short
    explanation, in SFB, the Andromedans launched an all-out invasion
    of the galaxy right after the ISC Pacification War. They have an
    advantage in that they were able to move VERY quickly from sector
    to sector. They almost reduced some of the empires to only a few
    systems. The galaxy united and in a series of battles, threw back
    the Andromedans after discovering how the Andromedans were able
    to fly so fast from sector to sector. The pre-surveyed Andromedan
    satellite bases serve as special nav beacons. The galactic powers
    hunted down the satellite bases, and eventually, launched an all-
    out assault on the Andromedan base in the Lesser-Magellanic
    Clouds (nebula), destroying it. The galaxy was forever changed,
    as the Romulan Empire became a Republic. )
    There was even a company or two that creates "unofficial
    expansion" for SFB that adds new races in a different galaxy with
    completely different combat rules. ADB themselves also published
    several "alternate universe" products, including "Omega Sector"
    (space beyond ISC) and "Stellar Shadows". They also published
    some "minor races" (Lyran Democratic Republic, the WYN cluster,
    the Jindarians, etc.) and the "simulator races" (what each
    "empire" use as imaginary enemies in their training academies).
    Each have at least one or two unique features, and most have a
    full complement of ships, from PF's up to at least dreadnoughts.
    SFB also has a strategic component called "Federation and
    Empire", which is a board game that simulates the General War
    complete with strategic movement, supplies, shipbuilding, fleet
    battle, bases, and more. You can even generate battles to be
    fought with SFB. It has its own set of expansion modules which
    adds rules to deal with marine action, carrier battles, detailed
    combat resolution with new special devices, more races, alternate
    battles and campaigns, and so on.
    SFB inspired a pen-and-paper role-playing game called "Prime
    Directive", where you command "prime teams", basically special
    agents that can handle ANYTHING for your empire. The game
    features a "tiered" resolution system where it is possible to
    completely BOTCH an operation. Otherwise it's a pretty standard
    RPG in a sci-fi setting.
    Later, Paramount granted ADB a conditional license that basically
    says, "as long as you continue what you do now you are okay with
    us." ADB has NO permission to use ANYTHING beyond what they do
    now... To quote from ADB website, "We have Vulcans, but no one
    named 'Spock'."
    Recently, a new edition of Prime Directive using the popular
    GURPS RPG system (from Steve Jackson Games) was released. Also,
    ADB split from their original publisher, Task Force Games.
    When Interplay obtained the license to make computer games based
    on the "original Star Trek" license, one of the ideas thrown
    around was to computerize Star Fleet Battles, and make it into an
    official Star Trek product. Alan Emrich (noted strategy game
    designer, contributor to Sid Meier's Civilization) claim to be
    the first to submit the idea to Interplay.
    The result is "Starfleet Command" (SFC). It featured a full
    "career" mode where the player creates a captain for one of the
    major races, get a starship, go on missions, win prestige pts,
    then spend the points on better crew, bigger ships, and so on.
    You can also join one of several "elite" organizations within
    each "empire". As a Fed, you can join "Starfleet Special Task
    Force". As a Romulan, you can join the "Tal'Shiar" or the
    "Tal'Priex", and so on. Membership in the elite organizations
    allows you access to even more lucrative missions.
    The Lyrans, Kzinti, and ISC never made it into SFC1 though. The
    term 'Kzinti' was copyrighted (by Larry Niven's books) and
    Interplay couldn't get a release without paying another license
    fee. Tholians didn't make it in due to the complexity of their
    "web" rules. Orion ships are in SFC, but you can't command one.
    They are only there for you to fight against. They simply ran out
    of room for ISC.
    Keep in mind that SFC is a real-time game, while SFB is a turn-
    based pen-and-paper board game. The differences are significant.
    While SFC is based on SFB, it is NOT a direct translation.
    1.3   SO WHAT IS SFC?
    SFC has two parts: a campaign engine and a starship battle
    simulator. In that way, it is similar to XCOM, with the
    separation of GeoScape (world view of the globe) and BattleScape
    (tactical isometric view) or even Fallout Tactics.
    In the starship battle simulator, all of the systems on a
    starship are at your command, from the sensors to the engine room
    (power distribution), from the weapons to the transporters (to
    beam out T-bombs or marines), from tractor beams to shuttles, and
    more. The battle is on a 2D plane though the ships and other
    units are fully 3D.
    Surrounding the battle simulator is the campaign engine, which
    works for single-player only. Some missions are "special"
    missions and pre-scripted. Others are randomly generated. It is
    not possible to forfeit a mission. You only get one mission at a
    time, no choice at all.
    As you win missions, you earn prestige points. You can then used
    those points to buy supplies, repair and upgrade your ships,
    purchase more ships, and so on, to be used on future missions on
    the strategic level. You can spend some of those points to move
    to other sectors, and/or get access to better crew. Depending on
    how well you perform the missions, your empire can win or lose
    control of a particular sector.
    Each of the six races has its custom campaign with some randomly
    generated missions and some pre-scripted missions.
    In Multiplayer mode, SFC can be played in skirmish mode (fight a
    single battle online) only.  If you want a bigger game, you need
    SFC2 or SFC2:OP
    SFC combat is VERY different from other types of combat, like
    land combat and naval combat. Land combat speed is quite slow
    with long range weapons. Same with naval combat. Weapons are very
    powerful and protection is nearly nil. If you're hit, you're
    A typical weapon in SFC has effective range of 8 (80,000
    kilometers), while a ship can travel 200,000 kms or more during
    that weapon recharge period (speed 20). Shields protect all
    ships. It will take several salvoes to defeat the shields on a
    ship and actually damage the ship. Firing arcs and maneuvers are
    very important. Think of it as aerial dogfights between
    helicopters and you wouldn't be far off... Except these
    helicopters have energy shields...
    QuickSilver created SFC. It is published by Interplay's
    "strategy" division, "14 Degrees East".
    There are no expansion packs for SFC. A "Gold" edition was
    released with some improvements and special scenarios.
    Taldren made SFC2, and SFC2: Orion Pirates, as well as SFC3.
    This guide will organized in roughly THREE parts.
    Part 1 is a discussion of the battle simulator in SFC, and the
    various "general" tactics that would applies to several races,
    not just a specific race or weapon. Things like plasma tactics,
    fleet tactics, fighter tactics and so on would be here, as will
    maneuvers, HET usage, and so on. That would be from 2 to 11.
    Part 2 is a discussion of the campaign engine, how to play single-
    player and multi-player campaign, and so on.  The specific
    mission walkthrus for the elite missions would also be here. That
    includes sections from 12 to 16
    Part 3 is a race specific discussion on the ships, tactics, and
    so on, for each race, a list of their ships, which ships are
    good, and so on. That includes sections from 17 to 30.
    This guide was not designed to be general reference, but it sort
    of ended up that way.
    You will eventually want to read over EVERY section in this
    guide, as we discuss tactics, systems, ships, races, special
    equipment, weapons, and so on. This guide covers EVERYTHING. Read
    the sections that apply to you first. For example, if you are
    playing the Feds, read the Fed tactics, Fed ships, read the
    section on photons, drone defense, then read about the general
    tactics, the discussion about your enemies. Eventually you'll
    read the whole thing.
    I don't cover stuff that's already in the manual. If you can't
    figure out which buttons are which, you need the manual, not this
    Alpha strike -- fire EVERY weapon that is currently in arc at the
    designated target. Also see "peak output". Put maximum amount of
    firepower on the target. (NOTE: this does NOT always mean put the
    enemy directly in front of you. Also see "firing arcs").
    Anchor -- see "Gorn Anchor".
    Battle pass -- move past the target off to its side, allowing
    your rear/side weapons to shoot at the enemy's rear/side shields.
    Also see "overrun". Usually used by Klingons due to their "wing"
    phaser arcs, but can be used by any one with more side/rear
    Battle run -- approach the target, shoot, then turn away to
    expose rear/side weapons. Also see "overrun" and "battle pass".
    Crunch Power -- see "peak output" below
    Drones -- i.e. missiles, self-seeking weapons with anti-matter
    warhead and small warp drives. They were called drones in SFB,
    missiles in SFC. In SFC there are only 2 types: Type I, and Type
    IV (which are twice as big as Type I). Each comes in 3 separate
    speeds: slow (16), medium (24), and fast (32). In SFC, they are
    color coded: slow is orange, medium is blue, fast is purple.
    Drone control limit -- a ship can only control a certain number
    of drones. If you launch more than that, the first ones were
    "lost" due to the limit. Most ships can control 6 drones. The
    special drone ships can control 12 ("double drone control"). Some
    very large ships can have "triple drone control" (18 drones).
    Drone reloads -- each ship that has drone launchers need to
    determine how many reloads to carry. By default, they carry only
    one set of reloads. For example, if your launcher carries 6, you
    have 6 more in storage, and that's it. It is best to upgrade to 4
    set of reloads ASAP. However, additional reloads beyond the "slow
    speed" cost prestige points.
    Erratic Maneuvers (EM) -- sudden random movements, makes your
    ship harder to hit but move a bit slower and makes your weapons
    less accurate as well.
    EW / ECM / ECCM -- EW is electronic warfare, which is comprised
    of ECM (electronic counter-measures, better known as "jamming")
    and ECCM (electronic counter-countermeasures, known as anti-
    Firing arcs -- where the weapon can shoot at. Most weapons have
    limited firing arcs. Thus, it is up to you, the captain, to
    position your ship properly so you can shoot the weapons at the
    enemy properly (at his weakened or downed shield, preferably).
    Gorn Anchor -- holding the enemy ship with a tractor beam and
    shoot your seeking weapons at it. This prevents the enemy from
    launching a wild weasel (sensor decoy), thus impossible for
    seeking weapons, such as plasma and drones, to miss. Of course,
    you need to get to point-blank to do it...
    Hit-and-Run Raid (H&R) -- raid on specific enemy systems
    conducted by your marines/boarding parties. If they succeed, the
    system they attack is destroyed. You'll need to drop a facing
    shield to do it though, and enemy must have a facing shield down
    as well...
    Hold Cost -- the amount of energy needed to "hold" the weapon,
    ready to fire, AFTER the weapon has been charged.
    Housekeeping costs -- usually refers to the minimum amount of
    power to keep the ship running. Costs like the 2 pts to raise
    shields to full level, charge transporters and tractors, and so
    on are considered "housekpeeing" costs. Also see "power curve".
    Internals -- short for "internal damage", amount of damage that
    penetrated the shields. Example: "That salvo did 25 internals."
    Klingon Saber Dance -- a tactic favored by Klingons. Basically,
    it maneuvers staying just out of overload range to "wear down"
    the opponent, who lacks the speed to get into overload range.
    Statistically the disruptors have a better to-hit percentage than
    other weapons at range 12-15. The superior maneuverability of the
    Klingon ships and extended firing arcs facilitates that.
    Missiles -- see "drones" above
    Mizia Concept -- introduced by Walter Mizia, it is an SFB concept
    that a multiple smaller volleys is preferred to a single large
    volley of damage. Statistically in SFB, a single large volley
    tends to kill power but leave weapons, while multiple smaller
    volleys kill weapons but leave power. SFC has inherited same
    damage allocation routine and thus the same analysis applies.
    Thus, the "multiple small volleys of attack" is also known as
    "Mizia Attack".
    Overrun -- pass right OVER the enemy ship, thus giving you the
    opportunity to do point-blank shots, rear weapon shots, mines,
    H&R raids, and so on. Also see "battle pass" and "battle turn".
    Peak output -- better known as "crunch power", the theoretical
    maximum damage that can be done in one alpha strike from a ship
    in a single salvo. A Federation ship, for example, would have
    higher peak output due to photon torpedoes doing twice the damage
    as the disruptors. Seeking weapon shooters have even higher peak
    output. Usually used like "a Federation ship has higher crunch
    power than a Klingon ship."
    Point-defense -- the final defense that deals with point-blank
    threats, such as drones, suicide shuttles, fighters, and so on.
    Usually phasers, but could also be tractor beams and so on.
    Power Curve -- a measure of how much power a ship has vs. how
    much power it needs to arm all weapons at regular and/or overload
    levels AND pay housekeeping costs. The "higher" the power curve,
    the faster you can go while arming all weapons. Ships with fast-
    firing low-damage weapons (such as disruptor) have a "flat"
    curve, while plasma-torpedo ships have a pretty uneven power
    Scatter-pack -- a shuttle packed full of missiles (just 6) so you
    can get a lot of missiles in flight all at once instead of
    relying on the launcher to pump them out one at a time. There is
    a delay between scatter-pack launch and the scatter-pack "pop",
    so you have to protect it or drop it out of enemy's weapons range
    (or maybe sure enemy has no weapons left to shoot it). In SFC,
    scatter packs use SLOW missiles.
    Sensor Decoy -- see Wild Weasel
    Shock -- when internal damage is received, one or more systems
    may be 'shocked' into being temporarily disabled. A "shocked"
    system will come back online after a period of time without being
    repaired, but in the meanwhile you have to do without the system.
    Those systems show yellow. You can force them back online by
    repairing them but that uses up one of your spare parts.
    Sicilian Knife Fight -- a low-speed short-range battle with a lot
    of overloaded weapons and reinforced shields.
    T-Bomb -- short for transporter bomb, a small mine you can place
    via transporter in the path of the enemy. You need to drop a
    shield to transport a mine. You can also "drop mine" out of the
    rear hatch of the shuttle bay. That does not require dropping a
    Tractor beam -- a force beam that can push or pull other objects
    as needed. You can use it to 1) keep other objects away from you,
    or 2) hold the other object there (so it can't get away).
    Underrun -- overrun done by a cloaked unit. Also see "overrun".
    Wild Weasel -- i.e. sensor decoy, a shuttle packed with
    electronic gear that simulates your ship. It can deceive seeking
    weapons such as drones and plasma torpedoes. However, it can be
    "voided" if you go too fast, fired weapons, or so on. If you
    launched a weasel and then voided it, the seeking weapons turn
    back and come after you again. Weasel also generates 3 pts of
    ECM, which can help you dodge things.
    1.9   RANGE TERMS
    Point-blank -- range zero or one, hit probability is 100%... You
    can't miss.
    Knife-fighting range -- range two or so, very slow maneuvering
    Drone-defense range -- roughly range two or three, where your
    ADD/AMD and point-defense phasers/tractors work best
    Overload range -- range 8 or less, where overloads can be used
    Medium range -- range 8 to roughly range 15-20, reduced
    probability of hit
    Long range -- starts from end of medium to about range 30, or the
    maximum range of the weapon.
    Extreme range -- starts from when sensor contact is possible
    (about 100) to end of long range.
    2    Power, and what it affects
    Before we explain the tactics, weapons, etc., we need to explain
    HOW the ships actually produce the energy and move around, and
    where all the energy would go.
    A ship has several sources of power: the warp engines, the
    impulse engines, the auxiliary power reactors, and the auxiliary
    warp reactors. Some ships also have "batteries" which can store
    energy for later use, giving you a short-burst of extra power.
    You don't really need to know all this though. Just remember that
    a ship needs a LOT of power to move at "full speed", which is
    "31". In fact, few ships would have much power in surplus while
    moving at speed 31.
    A typical heavy cruiser has 34-40 pts of power, as a basis for
    comparisons. The power is used in movement, EW, weapons, shields,
    and other ship systems.
    There is never enough, so consider how are you going to use it.
    The term "power curve" is sometimes used to describe how much
    difference in power consumption the ship has between charging
    weapons and holding weapons. For example, a disruptor-armed ship,
    which fires and recharges quickly, has a relatively "smooth"
    power curve. Compare that to a photon-armed ship, which takes
    twice as long to charge, takes twice as much power overall. So
    the power curve would be lower during recharge phase and higher
    during "hold" phase, and thus this is not smooth at all.
    A ship has mass, and power must be applied to move it. The
    "movement cost" is a ratio of how much power does a ship need to
    move at a certain speed.
    A typical heavy cruiser has movement cost of 1. To move at speed
    30, a cruiser would need 30 pts of power. Smaller ships have
    lower movement costs; larger ships have higher movement costs.
    A ship can generate maximum speed of 31, even if it has more
    power available. Special movements like HET and Erratic Maneuvers
    (EM) use some movement energy. You can have full energy applied
    to movement and still not get full speed if you are using either
    an HET or EM. HET and EM are explained in 3.1.
    Here's the movement cost list:
           FF (frigate) -- 0.33
           DD (destroyer) -- 0.5
           CL (light cruiser) -- 0.66 or 0.75
           CA (cruiser) -- 1
           DN (dreadnought) -- 1.5
           BB (battleship) -- 2.0
    This chart does NOT fully agree with the "movement cost" shown in
    the ship gallery. This is based on SFB.
    As mentioned before, a typical cruiser has 34-40 pts of power. 31
    of that are needed to move the ship at top speed, which leaves
    very few left for the rest.  If you need power to arm weapons,
    tractors, shields, and so on, you need to take it away from
    Gives a totally new meaning to "speed is life", doesn't it?
    The term "battle speed" is sometimes used as a measure of how
    fast the ship can travel while charging all weapons. For a ship
    that needs a lot of power (like Feds with their photons, or Gorns
    with their plasma), they will be forced to slow significantly
    while charging weapons.
    One of the places you can use power is electronic warfare, namely
    ECM and ECCM. They are more efficient than reinforcing shields in
    some circumstances.
    Maximum power you can use in EW is 6 pts of power. That is ECM
    and ECCM together.
    At medium to long ranges, ECM can be more efficient in reducing
    damage than shield reinforcement.
    EW is explained more in 4.2
    2.4   WEAPONS
    There are basically three classes of weapons: phasers, direct-
    fire heavy weapon, and seeking heavy weapon.
    Phasers are simple enough to charge with energy... Each Ph-1
    takes 1 pt, Ph-2 takes 1 pt, Ph-3 takes 0.5 pt, and Ph-G takes 1
    Heavy weapons can be normal load or overload. Overload cost
    double the power but produced a more powerful shot (usually 50%
    more damage) with limited range (8 max). Some weapons can have
    other special modes. Please see individual weapon explanations in
    5 for full discussions.
    Once loaded, the weapon needs to pay a "hold" energy charge per
    weapon until fired. When you shoot, then the weapons are charged
    Seeking heavy weapon need charging also, (except drones) with a
    longer charging period in general. Once charged, seeking weapon
    also pay a "hold" cost.
    2.5   SHIELDS
    Shields need power to full strength. If you have excess power,
    you can use that to reinforce one or more of the shields against
    A downed shield cannot be reinforced.
    Shield damage during battle is repaired automatically, but that
    takes time.
    Shields only works at "minimum" level in a nebula, and cannot be
    A ton of other systems can use power, such as tractor beams,
    transporters, suicide shuttles, and so on. Those uses are usually
    pretty small so just beware that they do use power when needed.
    There are many demands for power, but the source is limited. The
    proper management of your available power is the key to success
    in SFC2.
    Learn your power curve, which refers to how fast can your ship
    move after all the "housekeeping" is done (raise shields, and
    such) and arm all weapons, and perhaps overload.
    As an experiment, take a Fed CA. Go to Red Alert and try to set
    maximum speed, regular photons. How fast CAN you go? Now change
    to OVERLOAD. How fast can you go? How about AFTER the torpedo is
    charged? Try the same with a Klingon D-7. See the difference?
    A Fed CA has the photons, which cost more energy to charge. Fed
    ship will be slower in general due to those charging periods.
    Thus the Feds need to make their torpedoes count.
    A Klingon D-7, with fast-firing disruptors, has a relatively
    "flat" power curve that doesn't vary by much. Thus D-7 can
    maintain a higher speed overall, and exploit that higher speed.
    Each ship has a different power curve. Find it, and use it to
    your advantage.
    You can also alter the ship's powercurve but NOT arming all of
    its weapons. There's no requirement that you must use all four
    disruptors on the cruiser...
    3    Ship Controls
    This will serve as a quick review of all the systems in SFC2.
    You should run through all the tutorial missions AND read through
    the manual before you start reading this section. This is an
    overview, not a full explanation.
    A good captain uses ALL tools at his/her disposal. Those captains
    that can use ALL of his/her tools most efficiently will defeat
    the captains that do NOT use tools as efficiently or only use
    some of the tools.
    I'll go down the list of the commands given in the "officer
    3.1   HELM
    This is a quick overview of all the helm commands and what is it
    used for.
    3.1.1     Emergency Deceleration
    Or in plain terms, "emergency brakes". It is usually shortened to
    EmerDecel immediately slams your ship to speed 0. It will be at
    least 8 seconds (at default speed 7) before you can move again.
    EmerDecel also has the effect of increasing your forward shields
    by a few points, depending on your speed before you come to be a
    full stop. The higher your speed was, the most shield bonus you
    EmerDecel have several tactical uses. In general it is to stop
    approaching something. For example, if you suddenly realized
    you're heading directly at a planet and you're moving too fast to
    turn away, you can do EmerDecel, which would give you a chance to
    turn away.
    If you combine EmerDecel with a tractor beam, you can slow down
    an enemy ship so other ships (or missiles, or torpedoes) can
    catch up to it. Slap the tractor beam on the enemy, then hit
    emergency stop. The other ship will then "drag" you along, thus
    slowing it down (how much depends on your size and his size).
    EmerDecel, combined with a wild weasel (sensor decoy), becomes a
    defensive maneuver against seeking weapons. As wild weasel cannot
    be launched at speeds greater than 4, the quickest way to slow
    down is with EmerDecel.
    If you launch a wild weasel from your ship, your ship
    automatically performs EmerDecel.
    3.1.2     Erratic Maneuvers
    Erratic maneuvers, usually shortened to EM, is basically small
    random changes in course that makes you harder to hit.
    EM reduces your overall speed, but generates several pts of ECM
    in addition to what you can produce internally. However, it also
    makes your weapons less accurate as well. You also cannot launch
    seeking weapons while under EM. So you will need to stop EM
    before you attack.
    EM is basically a defensive maneuver. Smaller units or slower
    units can use it to avoid taking hits at long-range, then unleash
    weapons when the range is closer and they can be sure of doing
    some damage before being destroyed.
    Races that use plasma torpedoes can use EM to help them avoid
    enemy counter-fire when they have fired off their torpedoes and
    are in the process of recharging. Or you can turn on EM to
    confuse the enemy, to make them think you're recharging when you
    really are not.
    3.1.3     High-Energy Turn
    Better known as HET, this allows your ship to ignore the "turn
    mode" for a split second and make a turn in any direction. Thus
    it is sometimes called a "snap turn". It is also sometimes called
    "warp turn" as it basically generates a small warp field, thus
    reducing the mass and allows the ship to freely rotate. On the
    helm panel, some preset angles have been created for you (left,
    right, hard left, hard right, 180) or use the free-angle control.
    The problem with HET is you are NOT guaranteed to always succeed.
    . You can see your "HET success chance" as a percentage on the
    helm panel. In general, the smaller the ship, the better your
    chance of success.
    If you failed to perform an HET, you'll suffer random damage and
    you will temporarily lose control of your ship in the "HET
    breakdown". The crew will pull themselves off the floor in a
    while, but your ship is vulnerable in the meanwhile.
    There is a delay of many seconds when you issue the command and
    when the HET was actually performed. That was delay for the warp
    field to "charge up". The period is roughly 1.5 seconds. This
    makes timing the HET maneuver very difficult.
    HET can be used both offensively and defensively. Offensively, it
    can be used to bring the weapons on the other side of the ship to
    bear. Defensively, it can be used to snap a new shield into place
    to counter enemy fire.
    See maneuvers section [8] for more discussions on HET maneuvers.
    3.1.4     Intercept / Orbit Target
    Intercept basically means you're pointing the ship directly at
    the target, right down the centerline. It is sometimes referred
    to as "follow target".
    Orbit target means you're pointing slightly off to the left of
    the target. When you get close to the target you'll go into a
    clockwise orbit around the target. You can increase speed though
    and the computer will do its best to orbit.
    Giving any other helm order (like click on the map to indicate a
    turn) will cancel any existing follow or orbit command.
    While intercept is good to keep the enemy in your sights, it does
    not do "lead" or "lag" pursuit (i.e. no aiming at where the enemy
    would go or try to fall behind). It only does "pure" pursuit,
    which inevitably turns into a "lag" pursuit. If you want to
    intercept in least amount of time, aim the ship yourself at the
    intercept point yourself.
    Intercept can be useful to keep your front-shield to the enemy
    (subject to how close the enemy ship comes).
    Orbit is pretty useless unless you're dealing with an extremely
    slow or immobile target like planet, base, and so on. You can
    intercept the ship a lot better by plotting your own course using
    the tactical map.
    Both can work on a "non-target". Just target the ship you wish to
    follow or orbit, select the command, then target another ship.
    Your ship will still follow the first ship while you can target
    the second ship for shots. If you want to follow other friendlies
    into battle, target one of them for intercept, match their speed,
    and you can start targeting enemy ships.
    3.2   REPAIR
    There are two things you can repair: engine power, and ship
    systems. Each repair attempt uses one of your "spare parts". A
    big ship can have quite a few spare parts (12 or more).
    Shields are repaired automatically as time goes by.
    Engine is repaired automatically as time goes by. However, you
    can expedite the repairs by using up one of your "spare parts".
    Engine power can and should be repaired if your ship's power
    falls below the normal/undamaged levels. As for how much that is,
    you should check your power graph (at the bottom of the screen)
    when the scenario starts. If the number falls lower after damage,
    engine repair should be done.
    Individual ship systems can be repaired as well. Usually, that
    means weapons systems, though shuttle, transporter, tractor, and
    sensors can also be hit.
    Tractors and transporters are generally not worth repairing in
    battle as you usually have several of those so losing one is not
    a big deal. If you have only one, then you may want to think
    about repairing it, and then only if you plan to use it later. On
    the other hand, tractors are used in drone defense, so this can
    be significant.
    Drone launchers are probably not worth repairing, as the drones
    are usually destroyed with the launcher. If you have reloads,
    then repairs may be worth it. If you have virtually no reloads
    left, spent your spare parts on something more productive.
    Other heavy weapons should be repaired immediately, as they can
    be put back to use immediately.
    Phasers should be repaired ASAP as they have multiple uses.
    Though if you have a lot of Ph-3's damaged you may want to hold
    off on those and repair more important weapons first.
    Remember to repair while outside the mission. You will need to
    pay a few prestige points for the repairs.
    Hull integrity cannot be repaired in battle. It can only be
    repaired outside a battle.
    3.3   SCIENCE
    Not too many commands here, except probe, deep scan, and self-
    3.3.1     Probe
    The probes have two modes: normal, and weapon.
    The probes don't do much damage if you arm them as weapons. Only
    use in desperate situations. By then, you may not have enough
    power to arm them any way.
    If you fire them normally at a ship or planet or whatever, you
    can pick up details about them earlier. This can be useful as you
    can tell how they are armed, what class they are, and such info
    long before they actually come into sensor range. You can even
    tell how have they armed their weapons. This gives you hints on
    how to approach them.
    Probes can be surprisingly useful against plasma users, as it
    reveals their torpedo arming state. Shoot one at them right after
    they launch torpedoes at you. If you see some tubes have been
    discharged, you know those torpedoes are real. If you see full
    tubes, those chasing you are pseudo-torps and you can turn off
    the point-defense to save the phasers.
    3.3.2     Deep Scan
    Deep scan is needed to finish some missions. You may need to scan
    enemy ships or planets, and/or other objects.
    You can "charge" the deep scan ahead of time then when you get
    into range the target will be scanned. The deep scan "charge"
    stays charged until you turn it off so you can scan multiple
    targets. However, deep scan uses a lot of power while it's turned
    Deep scan must be performed at less than range 30, sometimes
    within range 15. On the other hand, sometimes the range limit is
    waived in certain scenarios.
    3.3.3     Self-Destruct
    Self-destruct is obvious. There's a count down before the ship
    actually goes up, so it's best to anticipate the enemy's final
    approach, and make sure you don't blow up before then. Slap a
    tractor beam on the enemy can be good as well.
    3.4   SECURITY
    There are two modes in security: hit-and-run, or capture.
    3.4.1     Hit and Run raids
    Hit-and-run raids (usually abbreviated H&R) are basically marine
    boarding parties with demolition charges. They will try to damage
    the enemy ship system you target. It is a one-way trip for them.
    When you get close enough to the enemy ship (range 15 or less)
    you can see detailed display of the enemy ship's systems. Click
    on the systems you want to hit and they will be attacked in
    sequence subject to available transporters and boarding parties.
    To remove an item from the attack queue, click on it.
    The more marines enemy ship has, the less likely your H&R will
    succeed. Raiding an enemy commando ship would be pretty dumb.
    As a shield must be dropped to transport, you should immediately
    start a turn to avoid the enemy pounding your down shield.
    Remember that H&R raids are "automatic". You can't control when
    will the shield be dropped. As soon as the enemy is in range, you
    have available transporter and targets are in the queue, and you
    have marines, your shield goes down and the raid is gone. If you
    don't want to drop shields, don't use H&R!
    H&R raid is quite powerful. The AI controlled ships don't use H&R
    much (except at higher AI levels).
    In general, it is better to target systems like phasers,
    shuttles, tractors, etc. instead of heavy-weapons and such. Those
    have more impact later in the scenario as most people tend to
    repair heavy-weapons.
    Monsters cannot be boarded.
    3.4.2     Capture
    In capture mode, you basically beam over a bunch of marines in
    hopes of taking over the enemy ship.
    To best accomplish this, you need multiple ships, or a ship with
    a LOT of transporters.
    You beat down the enemy-facing shield, then beam over your
    marines. Your other ships will also hit the enemy ship and beam
    over their marines. You need two or three ships each with at
    least 4 transporters to best capture enemy ships. You need to
    beam over at least what the enemy ship has in "one pass" to be
    able to hold the ship.
    For example, let's say the enemy ship has 10 boarding parties
    defending. You beam over 4 (that's all the transporters you
    have). By the time your transporters cycle back, that 4 would be
    down to 1, and they may or may not have caused even 1 casualty.
    So now, you're left with 9 vs. 1. If you have like 20+ boarding
    parties, you can eventually beam over enough, but you end up
    wasting a lot of boarding parties if you beam them over piece-
    meal. That's why you need multiple ships to do captures... A lot
    transporters and marines to beam over.
    Stop beaming over marines when you enjoy a 5-15% superiority
    (say, 7 to 6 in your favor). Any boarding parties you use must be
    replaced (which costs prestige pts), and there's no reason to
    beam over more when you know you'll win. You'll just win faster,
    and those extras you beamed over must be replaced. . Set your
    ships to other modes and pick a different target.
    Small units like shuttles and fighters, and so on cannot be
    You don't need to send everybody. Just click on a SINGLE marine
    icon to beam that guy over, or to send the max amount, click on
    "all marines" button.
    Some ships or platforms self-destruct when boarded/captured.
    Monsters cannot be boarded.
    3.5   WEAPONS
    The weapons panel is used to assign weapon groups, but you can
    also assign weapon groups directly by using the ship system
    display with hotkeys, so this panel is not that useful. This can
    be good for quick adjustments of weapons groups though.
    With 4 weapons groups to use, and a "choose all" ("red alert"
    command), I suggest organizing your weapon groups this way:
    1) Attack phaser group, 50-75% of your ph-1s or ph-2s, usually
    front arcs. Used in attacks.
    2) Defense phaser group, all your ph-3s or ph-Gs, maybe some of
    your ph-1s with 360 arcs, mostly rear arcs. Used in point-
    3) Heavy weapons group
    4) Any auxiliary weapons (drones, ESG, etc.)
    Assign the groups as YOU see fit. You can change group settings
    here or use the hotkeys directly, so change them when you need
    You can also use weapons panel to switch between regular and
    "disable" (i.e. minimize enemy casualties). However, no one uses
    non-violent combat any way, so you can safely ignore that.
    This panel is virtually useless tactically except in special
    Some special missions may allow you to control certain other
    units by issuing commands here. You need to target the specific
    ship and select the proper commands.
    You may also be able to hail other ships from here in certain
    special missions.
    If you need to remember certain units, consider using those
    "assign units to group" hotkeys so you can access them quickly.
    3.7   DEFENSE
    You can use this panel to hit EmerDecel, turn on/off point-
    defense mode, turn on/off point-defense tractors, and get status
    of sensor decoy (wild weasel) shuttles (and launch if you got
    EmerDecel is discussed in the Helm section.
    Point-defense allows the ship to automatically fire bearing
    phaser(s) on approaching plasma torpedo or drones. In general,
    you would want to leave point-defense on.
    Defense tractors setting allows you to set the number of tractors
    beams you got to point-defense (i.e. hold the drones from hitting
    you.) Study the enemy ships and see how many drones you will see.
    Set the number of tractors to defense accordingly. Each tractor
    you set takes up one point of power.
    Wild weasels are discussed in (4.5).
    3.8   TACTICAL MAP
    In general, it's best to set lowest zoom (widest view), and zoom
    in when needed. You can see the heading of the individual ships
    (in 45 degree increments). The contacts are also color-coded with
    each race a unique color.
    You can issue movement orders on the tactical map by left-click
    on the tactical map.
    See your manual for fleet control explanations, about the
    "postures" (extremely aggressive, aggressive, and passive) and
    the different orders (attack, capture, disable, go to, defend,
    protect me).
    See your manual for explanations. Allocation priority cannot be
    changed in SFC.
    Look at this panel to make sure your energy is being used
    properly. If you have "excess" energy, they should be used
    somewhere (like more speed!)
    See your manual for preferences panel explanations.
    4    Ship Systems
    These systems are a part of the ship that can be used in various
    ways that does not directly affect combat, but are important in
    other ways.
    4.1   SHIELDS
    Shields protect your ship from being actually hit (duh!). There
    are six of them, covering the "hex" around the ship. The "front"
    shield is #1, go clockwise. So rear shield is #4.
    You can raise shields in multiple stages: down, minimal, and up.
    You can reinforce any or all of the shields with any excess
    energy you got. Each pt you use in reinforcement on a specific
    shield will cancel one pt of damage applied to that shield.
    (Exception: you cannot reinforce shields in a nebula)
    For example, let's say you have a 35 pt front shield. You have 2
    pts of reinforcement. Enemy fires phaser and scores 8 pts of
    damage. Actual damage to your front shield is 6, as 2 were
    covered by the reinforcement. Your front shield is now at 29.
    However, you cannot read the EXACT strength of any particular
    shield. You can read the "original" strength from the ship
    descriptions. You can estimate the strength from the shield
    colors, which are approximately as follows: 40+ = white, 30-39 =
    green, 20-29=yellow, 10-19=red, 0-9=dim red
    A facing shield will be automatically dropped for special
    transporter activity such as T-Bomb, Hit-and-Run raids, beam-
    in/out, and so on.
    If you are in a nebula, your shields only operate at "minimal"
    level (5 each).
    4.2   SENSORS (ECM/ECCM)
    You can jam enemy sensors by sending some power to ECM
    (electronic countermeasures). You can counteract enemy jamming by
    sending power to ECCM (electronic counter-countermeasures). This
    together is known as EW (electronic warfare).
    Maximum amount of power you can dedicate to EW is 6 pts total.
    You can distribute this between ECM and ECCM as you see fit.
    ECM creates a "defensive shift". The number is the "square" of
    the power you put in. So if you put in 1 pt, defensive shift is
    1. If you put in 4 pts, defensive shift is 2.
    An active wild weasel (sensor decoy) produces ECM as well (until
    it is destroyed).
    ECCM creates "offensive shift" the same way.
    Enemy can use ECCM to counter your ECM, just as you can use ECCM
    to counter his ECM.
    The "net" shift (defensive-offensive) is then used to calculate
    reduced damage from weapon hits.
    Some natural terrain like nebula and so on can produce natural
    ECM or ECCM that affects everybody.
    Transporters send things out or bring things in. Transporters
    have short range (5.99) so you need to be very close.
    Transporters can bring up certain items from planets and ships,
    or even empty space. It can also send certain items to planets
    and ships. In a lot of the special scenarios, this is the only
    way you can solve the problem: get to the place, beam up things,
    beam down things, and get away.
    Transporter bombs are small mines that you can "beam" out into
    space, hopefully right into the path of enemy ships. (You can
    also drop such bombs out the rear hatch, but that's a different
    use altogether). See your command reference on how to designate T-
    bomb targets. Also see 5.10 for more information on mines in
    In general, the AI ships under your control seem to be very good
    at placing T-bombs. Usually they place it so the enemy ship runs
    right over it with no chance to dodge, and they can do this
    several bombs in a row.
    Transporters can also be used to conduct hit-and-run raids. See
    Transporters can also be used to capture enemy ships or bases or
    planets. See 3.4.2.
    4.4   TRACTORS
    Short for tractor beams, these are the force beam emitters that
    can exert both push and pull forces.
    Tractor beam has a very short range, at 2.49.
    Tractor beam can be set to either pull or repel. (There is
    actually a third mode "point-defense" but that's set in the
    defense panel.) Tractor beams can be charged to six different
    force levels. The higher the level, the longer it takes to
    "charge", but the more likely it'll hold an enemy ship for a
    longer period (until he charges his own tractor to repel, see
    Tractor beams can keep annoying things from you (things like
    drones) in point-defense mode, but that's in the defense panel,
    not tractor panel.
    Tractors can keep stuff close to you (like enemy ships) in "pull"
    Tractors can also keep other ships from tractoring you when set
    to "repel" mode. While in repel mode, the tractor will repel all
    attempts to tractor up to the force strength it is set to. For
    example, if you have your tractor set to repel at strength 3,
    enemy tractors set to strength 2 will not be able to tractor you,
    but enemy tractors set to strength 4 can.
    One of the most satisfying ways to kill another ship is to
    tractor it and force it into an asteroid or planet. However, DO
    NOT do this to human-commanded ships while online. It is VERY
    rude and is considered VERY BAD MANNERS. Same goes for tractoring
    the human-commanded ship and pushing him off the map.
    Tractor beam does NOT work on shuttles. (They used to, but turns
    out it was too powerful, so it was dropped.)
    You can only tractor ONE object at a time, even if you have
    multiple tractor beam emitters onboard (for the exact number, see
    your "defense" panel). The others are usually turned on for
    defense against enemy missiles/drones.
    Each tractor that is turned on for drone defense uses one pt of
    energy. Thus, only arm enough to defend yourself.
    4.5   SHUTTLES
    Shuttle panel controls the shuttle bay. A ship can have several
    shuttles in a shuttle bay:  wild weasels (sensor decoy), scatter
    pack, suicide shuttle, or the regular admin shuttle. The regular
    admin shuttle will shoot its ph-3 like a fighter while trying to
    follow you around.
    You can launch fighters the same way. The difference is the
    entire squadron (2-6 fighters) is launched together as if it's a
    single ship. Each squadron also behaves like a single ship (they
    fly together and shoot together).
    Most ships have only a limited amount of shuttles. The specially
    configured shuttles must be "preset" before the mission starts.
    4.5.1     Wild Weasel (Sensor Decoy)
    Wild weasel is a decoy that attracts seeking weapons such as
    drones and plasma torpedoes. It is created from a shuttle (must
    be one of yours) and it only distracts seeking weapons that are
    targeting you.
    A functioning weasel can be "voided" if you do any of the
      *    Exceeding a speed of 4.
      *    Activating fire control (firing weapons).
      *    Operating transporters.
      *    Launching a probe.
      *    The launching ship exceeds range of 35 from the WW.
    You can only launch a weasel from speed or 4 or less. If you are
    moving faster and try to launch a wild weasel, you will
    automatically EmerDecel (to speed 0).
    You cannot launch a weasel if you are being tractored. (This is
    the foundation of the "anchor" tactic, see 8.5.1)
    In general, it is NOT a good idea to use a weasel unless you have
    NO hope of survival otherwise. Using a weasel slows you down and
    the enemy can do all sorts of things to you before you can shoot
    again. After all, you don't know if that enemy torpedo coming at
    you is a real one or a pseudo, and if you launch a weasel, you'll
    never know. He may still have that torpedo charged and ready to
    In SFC, you need to pre-purchase the sensor decoy and have it
    loaded into your shuttle bay (along with other special types like
    admin, scatter pack, or suicide shuttle).
    4.5.2     Scatter Pack
    A scatter pack is basically a shuttle packed with multiple
    missiles/drones on a delay-launch profile. Usually, that means
    six missiles, often SLOW speed.
    When launched, the shuttle points at the enemy and when the
    sensor stabilizes, it dumps its payload into space. This
    temporarily increases the launch rate of any drone-using ship at
    the expense of a shuttle.
    As a con, the scatter pack itself can be shot down if done early
    enough. Then you've wasted all that time used to arm it, the
    shuttle, AND the drones.
    The scatter pack also saturates the control limit of a ship.
    4.5.3     Suicide Shuttle
    A very slow seeking weapon with a powerful punch, a suicide
    shuttle is just that... a shuttle with autopilot and an
    antimatter warhead onboard. It can only be used on VERY slow (or
    nearly dead) enemies. It can be easily shot down by the puniest
    of weapons.
    In general, SS is not that useful. If you are out of other
    weapons, SS may be considered as a last resort.
    SS can be used as a follow-up attack, after the enemy has
    expended their weapons (on you or other targets), or it can be
    launched as a part of "everything and the kitchen sink" attack.
    SS is often ignored or forgotten. Don't. It's firepower that can
    and should be used.
    4.5.4     Regular (admin)
    A regular admin shuttle can be launched and be kept nearby for
    defense. You can give it orders just like a fighter, except it is
    very slow and has just a single ph-3. Still, every weapon counts.
    4.5.5     Fighters
    Fighters in general refer to fighter-shuttles, a better-armed
    shuttle with more and heavier weapons.
    A fighter-shuttle squadron is launched like a single admin
    shuttle, but it is actually multiple fighters. The squadron flies
    together and shoots together. Each squadron has a single
    "fighter" icon in the shuttle bay.
    There are actually 4 classes of fighters: patrol, intercept,
    heavy, and assault, but that just affects their damage capacity
    (each) and their weapons load.
    5    Weapons
    While these are the primary ways you do damage from a starship,
    they are NOT the only way.  (Don't forget the probe in weapon
    mode, hit-and-run raid, and so on.)
    In general, the weapons that can be overloaded cost 100% more
    energy to load, cause 50% more damage, and have a max range of 8.
    Knowing how a weapon affects your power curve can be very useful.
    [Previously reported tip about FASTLOAD was a bug that has been
    since fixed. In case you want to know... Weapons that can be
    overloaded can be set to overload. When half-loaded, switch back
    to normal load, and your weapon is ready to fire in half the
    time. Does NOT always work. ]
    5.1   PHASER
    Phaser, the directed energy weapon, is the most popular weapon.
    Everybody use phasers, including some monsters.
    There are five types of phasers: ph-1, ph-2, ph-3, ph-4, and ph-G
    Ph-1 is the most energy-efficient direct-fire weapon. It causes
    the MOST damage per pt of energy allocated. Effective range is
    about 5.
    Ph-2 is considered the poor cousin of ph-1, as it has same energy
    use, but less range and damage. Effective range is about 4.
    Ph-3 is a defensive weapon only, with effective range of 1.
    However, a pair of these (same power use as ph-1) do more damage
    than ph-1 at point-blank range.
    Ph-4's can only be mounted on a base, though some monsters may
    have equivalent weapons. Effective range is 10-15, which is quite
    far. They do a lot of damage up close. That's why base assault
    takes a LOT of patience (unless you're fighting an Orion base,
    which does NOT have ph-4's)
    Only Hydrans and Federation use ph-Gs. Hydrans have it on every
    ship while Feds have it on certain special escort ships. Ph-G
    takes same energy as ph-1, but fires FOUR TIMES with beam
    strength similar to ph-3. This means it delivers a lot more
    Phasers cannot be overloaded.
    You should split your phasers in 2 groups and do NOT fire all
    phasers at alpha strike. Keeping some unfired phasers is a very
    good idea to deal with any emergencies, like a scatter-pack you
    didn't notice, and so on.
    Scan his ship (use a probe if necessary) and calculate how many
    phasers should you reserve for point-defense. If they don't use
    seeking weapons (Lyrans, for example) there may still the suicide
    Your ship will automatically perform point-defense (like mini-
    Aegis) once enabled (by default) so just leave some phasers
    (preferably 360 or rear arc) and the computer will shoot them for
    5.2   HELLBORE
    Hellbore is a Hydran heavy weapon for long-range engagements.
    Some monsters may use a similar weapon. Hellbore is a direct-fire
    weapon that acts in an indirect way.
    When a hellbore hits, it envelops all six shields of the target
    and damages the weakest shield. If one of shields on the target
    is down, the hellbore will cause "internals".
    If hellbore's flight path intersects an ESG, it ALWAYS hits the
    Hellbore can be overloaded.
    5.3   FUSION BEAM
    Fusion beam is the "other" Hydran heavy weapon. This one is
    designed for close-range combat. It is a "normal" direct-fire
    heavy weapon.
    Fusion beam can be regular loaded, overloaded, or suicide
    Overloaded fusion beam cause 50% more damage than regular and
    cost twice the energy to load.
    Suicide overloaded fusion beam cause 100% more damage than
    regular, cost 3 times the energy to load, AND burns out the
    firing weapon (it can be repaired, of course).
    Fusion beam should ALWAYS be overloaded as it doesn't do that
    much damage beyond overload range any way. Charge in, reinforce
    forward shield, then blast the enemy to pieces.
    Suicide overload should be used if you need to bring a QUICK end
    to the battle. If you are at point-blank range, slow (i.e. plenty
    of power), then by all means go for it.
    5.4   ESG
    Expanding Sphere Generator is a Lyran heavy weapon, which can be
    used as ramming and drone defense.
    Basically, it generates a "solid" forcefield around the
    projecting ship at a variable radius. The smaller the radius, the
    more powerful the field, but the less area it covers.
    If the projecting ship can maneuver so the field hits another
    ship, that ship's facing shields will be damaged. If you overlap
    multiple fields, you can beat down the facing shield completely.
    Then the rest of your weapons will find down shield to exploit.
    The field is also murderous on fighters, shuttles, and drones
    that come close to the ship.
    However, the field has a very limited range. More maneuverable
    units can avoid the field completely. The field also does not
    affect energy-based weapons such as plasma torpedoes.
    ESG cannot be overloaded.
    ESG is very useful against cloaked ships, as ESG just "sweeps" a
    section of space.
    The problem is, of course, you have to get close. You can set
    different radius of the field, but again, the larger the radius,
    the weaker the field.
    5.5   DISRUPTOR
    Disruptor is a very standard direct-fire heavy weapon used by
    Klingons, Lyrans, and Mirak. Some monsters also use disruptor
    Disruptor takes half the time of photons to load, takes half the
    energy overall, causes half the damage. It has low "crunch
    power", so you'll need to fire more shots at the same shield to
    do the same amount of damage, making it a "finesse" weapon.
    Disruptors generally have better weapon arcs than other weapons.
    Look at your ship carefully and note your firing arcs, and
    exploit them.
    Most disruptor-using races have secondary weapons. Klingons and
    Miraks have drones, while Lyrans have ESG. Use them.
    Disruptors generally have good range unless you're in one of
    those small disruptor-armed units with those weak disruptor-1's.
    If you can shoot enemy at long range, do so. By the time you
    close range you've already recharged.
    As overload disruptors still don't do much damage, you must be
    careful on when to employ it. Consider using oblique pass to
    reach JUST inside range 8 to shoot, then get out of range again.
    If he withholds his shots, you won't be damaged. If he fires any
    way, he'll hit a non-critical rear-side shield.
    Maneuver with disruptors means looking one turn ahead. You want
    to be in position to deliver your NEXT attack when your weapons
    can fire again. This is more difficult than you think, as the
    longer-cycle-weapons give you more time to move away then move
    back in. Look at his speed and plot accordingly. If you go too
    fast, you'll cruise into overload range or out of arc. If you go
    too slow, you gave up the initiative to the enemy ship and your
    weapons will invariably be out of arc.
    Photon torpedo is the probably best known heavy weapon of all.
    It's a reddish blob that pulsates as it traverses the distance.
    It takes twice the time to load than a disruptor, but causes
    twice the damage.
    Photon causes the SAME amount of damage at any range (if it
    hits). This is unique among all weapons. This makes even a
    frigate dangerous.
    Photon does some of the highest damage among direct-fire weapons
    at point-blank range.
    Photons have 3 modes: regular, overload, and proximity.
    Photons can be overloaded, which limits its max range to 8, but
    doubles the damage.
    Photons can be used in proximity mode (often shortened to "prox
    photon"), which allows more hits at long distances, but halves
    the damage.
    Photon is vulnerable to ECM, esp. at long and medium ranges.
    Missiles, also known as drones, are seeking weapons with small
    warp drives and anti-matter warhead. Many races operate drones,
    including Feds, Klingons, Mirak, and more.
    There are two types of drones in SFC, Type I, and Type IV (which
    is twice as large as a Type I and does twice the damage). You
    cannot mix types on a ship. A ship must carry one or the other
    (There are actually a full range of drones, from Type I to Type
    VI, and later, all the way up to Type X.)
    For example, let's say you have one drone launcher of capacity 6.
    With one set in the magazine and four sets of reloads, that's 30
    Type I drones. If you choose Type IV drones, you only get 15.
    Each type of drone comes in 3 "speeds", slow (16), medium (24),
    and fast (32). Slow drones are free. Medium cost some, fast cost
    a bit more.
    You can only have one speed of drones in your ship, no mixing and
    matching allowed. When you have several launchers and a LOT of
    missiles to upgrade, the cost of upgrading the speed can be
    Drones cost no energy to launch, but are subject to reload
    availability, launcher cycling time, and control limits.
    Most ships have single drone control, meaning it can control 6
    drones. Some ships can control 12 (double drone control). VERY
    FEW can control 18 (triple drone control).
    There are several types of drone launchers. Some reload faster,
    some have larger capacity, and so on. You can see the manual for
    their explanations.
    You can temporarily increase the launch rate by using a scatter-
    You can launch a drone at another drone. Target a seeking weapon
    chasing you, then launch a single drone at it. You can use the
    "target nearest seeking weapon" command to help you.
    Drones don't always hit where you want them. It can also be
    stopped by many different means
      *    phaser (in point-defense mode)
      *    tractor beam (in point-defense mode)
      *    anti-drone launchers (ADDs)
      *    Transporter bombs (beam them or drop them)
      *    Wild weasel (takes care of ALL seeking weapons targeting
      *    ECM (which can reduce the damage)
      *    ESG (absorbs all physical hits, including drones)
      *    Another drone (yes, you can launch a drone at another drone)
      *    Terrain features (planets, asteroids, dust field, etc.)
      *    Exploding ships (ship explosion can kill missiles too)
    The tricks to use drones are mass, and timing.
    Mass means create a swarm... Have so many drones launched they
    saturate and overwhelm the target's defenses. However, having a
    swarm means they are vulnerable to wild weasel (sensor decoy) and
    Timing means get all the drones to arrive almost simultaneously
    so the target have the minimum amount of time to defend itself.
    The best compromise is to launch them one at a time with a small
    gap in between so they are NOT all vulnerable to the same T-bomb.
    Can't do anything about sensor decoys, but more on that later.
    For more drone and counter-drone tactics, see 11.3 and 11.4.
    There are no "dedicated" drone users in SFC except some "all
    drone option mounts" Orion ships, and the special "drone
    cruisers" of the drone using races, such as Feds and Klingons.
    Plasma torpedoes are seeking weapons. It is basically a blob of
    plasma enveloped in a force field inside a warp field. The
    Romulans and Gorns are the plasma users. Feds operate some plasma-
    equipped ships as well as special variants
    The plasma torpedoes "dissipate" as it travels. They are very
    powerful up-close, but become less powerful as they travel.
    The plasma torpedo can also be further dissipated by phaser fire.
    Plasma torpedo moves at speed 34, just a wee-bit faster than the
    fast drones.
    The plasma torpedo comes in several sizes, from small to large:
    F, G, S, and R. (Other types exist, but those are in SFC2 and
    The plasma torpedo takes a VERY long time to charge (3 times the
    recharge period of a disruptor).
    Plasma torpedo has three modes: regular, enveloping, shotgun.
    Enveloping torpedo cost twice the energy, and produces a torpedo
    that is twice as large, but this spreads itself evenly against
    all six shields when it hits. When you "overload" a plasma
    torpedo, it goes into enveloping mode.
    Shotgun torpedo subdivides into multiple type-F torpedoes, each
    of which must engage a different target randomly. Obviously, a
    type-F cannot be fired as shotgun.
    Each plasma torpedo launcher also has one pseudo-torpedoes, which
    are torpedo decoys that looks JUST like a torpedo when fired, but
    does no damage. This primarily used to confuse the enemy as to
    your torpedo charging cycle. Is that torpedo you fired a real
    torpedo, or a fake? Pseudos will be regenerated over time, but it
    takes a LONG time.
    The pseudo torp has tremendous deception value, and is a MAJOR
    part of most plasma tactics.
    You can "download" a plasma torpedo by charging a size that is
    smaller than the launcher can hold. For example, if you have an S-
    type launcher, you can charge G- or F- type torpedoes at a
    reduced energy cost.
    For more plasma and counter-plasma tactics, please see 11.1 and
    5.9   MINES
    Mines are stationary explosive weapons you plant either via the
    rear hatch or via transporter.
    There are two sizes of mines: a T-bomb, and a NSM (nuclear space
    mine). T-bomb does 10 pts damage, while NSM does 25 pts.
    In SFC2, only Romulans carry a NSM, and that's "built-in". You
    can't buy extras, nor can any one else.
    You can drop a shield and beam out a T-bomb, which will activate
    if you beam it far out enough.
    If you drop the mine out the rear hatch, it will activate when
    you get at least 1 unit away.
    Mines just "stay" there for 5 minutes after being laid and blows
    up near anything that comes by (drones, shuttles, ships...)
    Mines are also good to rid yourself a bunch of drones chasing
    The AI uses mines pretty effectively, but you seem to need to
    "take the lead". Sometimes they use it, at other times they
    Drop mine just before overrun is a good start. Beam bombs into
    enemy ship's path is also good idea but has greater risk.
    T-bombs is a trade-off between risk (dropping one of your
    shields) and profit (damage enemy AFTER all your weapons have
    fired). If you can minimize the risk (i.e. you know dropping the
    shield won't do you much damage as enemies have spent most of his
    weapons) and maximize profit (i.e. do damage to the enemy) by all
    means take it.
    T-bombs are devastating against fighters. One nicely place t-bomb
    will damage a whole group of fighters. On the other hand, most
    fighters move a bit fast for T-bomb targeting.
    You obviously need available transporters to use the T-bomb. If
    you have a lot of H&R raids in the queue you may not have enough
    transporters to use the t-bomb.
    Best time to use the T-bomb is when you already HAVE a downed
    shield, courtesy of the enemy. Do it right after the overload
    T-bombs are the foundation of the "flash-bulb" anti-cloak tactic
    (see 11.8.1). Best part, the receiver can't do anything about it.
    Use mines and T-bombs to encourage the enemy to turn a certain
    way that is more advantageous to you. The enemy's instinct to
    avoid the T-bomb may cause them to reveal a down shield to your
    Klingons LOVE T-bombs as they have plenty of transporters to use
    Overload is the ability to push a weapon to do more damage than
    it's designed to do. The price you pay for 50% more damage is
    100% more energy use, and range limit of 8. Some weapons also
    have point-blank "feedback" damage.
    Why overload? When you need to do MORE damage than what you
    normally do. You always want to do as much damage to the enemy as
    possible, subject to tactical situations. If you are going to
    fire close any way, there's no reason why you would not want to
    Overload's primary drawback is the limited range. If you cannot
    get into overload weapon range, then the energy you used for
    overload would have been for nothing.
    The large power requirement for overload will severely reduce
    your speed. Phasers, as noted before, are far more efficient. If
    you are short on power to start with, you may want to stick with
    regular loads.
    While you CAN overload SOME weapons and not others, it's a poor
    compromise, as that just halves your firepower and cuts down on
    your peak output.
    6    Introduction to SFC tactics
    Every action you do in SFC has a "price". It can be energy,
    availability, and so on. The decision you need to make is how to
    get the most benefit out of that price you pay.
    The old adage "apply your strengths to his weaknesses" is the
    heart of SFC tactics. Or as American Civil War General Nathaniel
    Bedford Forest was reputed to have said, "Get there fastest with
    the mostest." (Which is a misquote, by the way.)
    To do that, you need to know energy management, maneuver, and
    We will also discuss the difference between passive vs.
    aggressive play styles, and how to counter each type in general
    Everything you do in SFC has a price.
    If you fire a weapon, you can't use it until the weapon has been
    charged again. If you don't fire, you won't do any damage.
    If you overload the weapons, you may not have the speed to get
    into overload range. If you don't, you may not penetrate the
    enemy shields.
    If you fire a drone or use a shuttle, it's taken out of your
    inventory and thus is not available any more. If you don't use
    them, you don't get their benefits.
    Increasing speed decreases power available to other systems.
    Decreasing speed gives up initiative to the enemy and makes you
    less maneuverable and cannot dodge the enemy attacks. .
    To succeed, you must make the MOST of the price you pay by
    knowing what are the prices vs. the benefits, and use proper
    timing and circumstances to get maximum effectiveness out of
    The new players seem to fall into 2 camps... Either they are TOO
    aggressive (they pay the price at the wrong time and thus get
    little or no payback), or waited TOO LONG for that "perfect shot"
    (waiting for that big payback) and was pecked to death in the
    Or to use another metaphor... The "too aggressive" players are
    like schoolkids fighting... they just get as close as they can
    and keep flailing, without regards to circumstances. The "one
    hit" type thinks like old Japanese samurais, where one sword
    stroke determines the victor. They think that if they get off
    that "perfect strike" they'll win the game. NOT!
    The proper balance lies between those two extremes.
    We'll discuss the two types of players later and how to take
    advantage of their tendencies.
    A starship never has enough energy to run everything it needs. If
    you want speed, you have to give up energy from elsewhere, such
    as shields, weapons, and so on. There is SOME reserve power
    available (as "battery"), but amount is small and it runs out
    Fortunately, in SFC AI handles energy management and there
    usually isn't much need for changing any thing (nor can you,
    really). You just need to remember your energy expenditure and
    how they affect your energy allocation, and remember to change it
    when you need to.
    Basically, energy management is having enough energy WHEN you
    need it so you don't have to wait to do something else.
    Think about this a little: if you overload all heavy weapons, you
    HAVE to sacrifice speed. However, will the lower speed allow you
    to enter overloaded weapons range (8) at all? Can you afford to
    arm AND "hold" all the heavy weapons while you chase the enemy
    ship down? Do you have enough energy for tractor beams and
    transporters? Are you moving fast enough so you can turn in time?
    If not, do you have enough energy for an HET?
    Knowing your power curve would help a lot here, as you need to
    estimate your speed, the enemy speed, and plan your engagement
    range and which weapons to arm and fire in what mode.
    You have to make decisions on these and more during battle in
    split seconds. Make the right ones and you'll likely succeed.
    Make the wrong ones and you will likely fail.
    6.3   MANEUVER
    Two things affect maneuver: your turn rate, and your weapon arcs.
    Your ship's size, speed, and design affect your turn rate. A Gorn
    ship is relatively slow to turn while a Klingon or Lyran ship of
    the same size would turn faster. The larger the ship is, the
    slower it turns, so a frigate would outturn a dreadnought any
    day. Finally, the faster you go, the slower you turn (and bigger
    your turn radius). Yet when you go very slow, you also turn very
    slow. Each ship has a "corner speed", where it turns the fastest.
    Find it, and exploit it.
    Your weapon arcs are very important when fighting, as you want to
    put most of your firepower on the enemy while avoiding his
    firepower. Most ships have most of their firepower concentrated
    on their forward centerline (i.e. when it is facing you
    directly). If you are off to one side (the 3 o'clock or 9 o'clock
    positions) of the enemy the firepower facing you is vastly
    reduced, as most heavy weapons are FA arc only. (For explanation
    of the various firing arc terms, please see your SFC manual or
    the quick reference card).
    For example, let's say you are flying a Klingon ship that have FH
    firing arcs for your disruptors instead of the regular FA arcs.
    FA is only the front 60/90 degrees, while FH is the entire
    forward hemisphere (180 degrees). So instead of having to point
    your nose more-or-less at the enemy, you can put the enemy on
    your 3-9 line (off to a side) and still hit the enemy with your
    heavy weapons. That makes your maneuvering much easier.
    Therefore, your maneuvers will be very different from a
    Federation ship that only has FA firing arcs for the photon
    Maneuvering in battle basically means you are trying to point
    most of your weapons at his weakest shield while keeping YOUR
    weakest shield away from most of his weapons. This can get tricky
    when there are multiple enemies involved, or seeking weapons, or
    fighters and so on.
    6.4   WEAPON ARCS
    (Summarized and adapted from article by Felix Hack, originally
    appeared in SFB Tactics Manual)
    Maneuver and firing arcs are closely related. Maneuver is used to
    get the weapons into range with the enemy in the arc. The arc
    then dictates what maneuvers are needed and can be expected.
    Most ships can be divided into two categories: forward-centerline
    firepower, and FA arc firepower.
    The ships with forward-centerline firepower must point the ship
    directly at the enemy ship to bring maximum amount of firepower
    to bear. For example, Gorn ships and Hydran ships with split
    "left/right" arcs are forward-centerline ships as you need to fly
    them center-line to enemy to get all heavy weapons to bear. I'll
    abbreviate these as FC ships.
    The FA firepower ships can deliver all the firepower roughly
    through the entire FA arc. Most Fed, Klingon, and Romulan are FA
    The FC ships need to face the enemy to get maximum firepower to
    bear, so the best way to fight such ships is to go to the sides
    or even to the rear. If you do that you instantly halved their
    firepower.  On the other hand, the FC ships can choose to fire
    half of their weapons, then turn to fire the other half.
    The FA ships can use the "oblique pass" (see 8.1.2), which gives
    them more options to maneuver.
    Plasma torpedo users often have pretty wide weapon arcs, and thus
    should be exploited.
    Remember that an HET can be used as a surprise to suddenly bypass
    any maneuver and firing arc restrictions.
    6.5   TIMING
    Timing is basically tactical sense on knowing WHEN to do
    something, not too early and not too late.
    For example, if you make a turn too late, you may not hit the
    enemy's downed shield with your phasers, or worse, exposed your
    own downed shield to his weapons.
    If you activate an ESG too late that weapon may not activate soon
    enough to block the enemy missiles.
    If you shoot too late you did not catch the enemy at his down
    shield. If you shoot too early you don't catch the down shield
    In general, you want your weapons pointed at the enemy when the
    weapon is ready to fire, with no idle moments. Of course, this is
    not always possible. You may be waiting for a down shield to come
    around so you can do more damage. Just beware of all these
    This mainly comes from situation awareness and preparation. It
    requires a bit of tactical finesse and experience, so keep
    playing and keep learning.
    To paint broad strokes, there are two types of play styles:
    aggressive, and passive. Aggressive players come after you, while
    passive players wait for you to go after them and will try to
    keep their distance. A player can be both depending on their
    The new players seem to fall into 2 camps... Either they are TOO
    aggressive (they pay the price at the wrong time for little or no
    payback), or waited TOO LONG for that "perfect shot" (waiting for
    that big payback). The proper balance lies between those two
    Most players are aggressive when they have their weapons charged
    and "passive" when their weapons are charging.
    Direct-weapon users tend to be aggressive, esp. those with close-
    range weapons, like Hydrans (fusion beam) and Lyrans (ESG). They
    have to as they need to get close to you.
    Those with heavy weapons in FA arc need to be aggressive, as they
    need to point the weapons at you to do damage. This is esp. true
    for those forward-centerline firepower ships. There is no
    "reverse" in SFC.
    Ships with low crunch power tend to be passive, esp. fighting
    high crunch power ships.
    Drone-users tend to be passive, as they need time to build-up a
    "swarm" of drones. Drones are 360 free-fire so they can be
    launched as pursuers. Drone users prefer to be chased as they
    hold the "positional advantage". They shoot drones "downstream"
    while your seeking weapons have to travel "upstream". However,
    some drone users, using plasma-style tactics, can be aggressive.
    Plasma users can be both passive and aggressive. Gorn, with their
    "anchor" tactic (see 8.5.1), can be aggressive in their charge,
    but passive during their recharge cycle. It's same with Romulans.
    To fight aggressive style players, you need to take out their
    FRONT shields. This will force them to expose their down shields
    in order to hit you.
    To fight passive style players, you need to take out their REAR
    shield. This will force them to turn their shield 3 or 5 (rear
    side) shields toward you, thus allowing you to get closer.
    In SFB lore, this slogan was on a plague right above the door to
    the starship combat simulator in the Federation Starfleet
    What it REALLY means is you should use ALL your ship's systems. A
    captain who is aware of ALL his ship's capabilities and can use
    them at the right time has advantage over the captain who is not.
    For example, how many people use the probe at all? Yet using it
    can mean the difference between knowing what you are fighting
    ahead of time vs. when you get close enough to do H&R raids.
    Knowing that the enemy ship carries six drone launchers makes a
    BIG difference. You don't want to be surprised when a swarm of
    fast drones erupts in your face.
    And how many people tried the probe in weapon mode?
    Tractors can be used to hold the ship AWAY from point-blank
    range. Many weapons do the most damage at range 0, and a tractor
    will ensure they stay at range 2.5. Turn away and drop the
    tractor and you can get away. Tractors are also excellent drone
    defense, and foundation of the "anchor" maneuver.
    Transporters can be used to beam up or down items, transport
    marines for raids or captures, even beam out t-bombs to damage
    enemy ships.
    Electronic Warfare is often IGNORED by most newbies.
    Learn and use ALL of your ship's systems is one facet of a
    successful captain.
    6.8   "SPEED IS LIFE"
    This is actually the motto of the Israeli Air Force, but borrowed
    for the SFB.
    In order to power non-movement systems, you need to divert power
    from the movement systems.
    But if you divert too much power from movement, you can't
    Victory is a careful balancing act. Use your speed (or lack of)
    for a purpose.
    Again, knowing your power curve would be really useful here.
    Situational awareness basically means being aware of everything
    around you. Someone with good situational awareness doesn't need
    to take attention off the primary task to double-check.
    While situational awareness is not as crucial in starship combat
    (i.e. SFC) as in more fast-paced games like space fighter combat
    or aerial combat, it is still important. For example, it wouldn't
    do for you to line up a perfect pass at the enemy's down shield
    if your facing weapons haven't recharged yet, or trying to get
    away from an enemy ship only to smack right into a planet.
    The control panel indicators are there to help you. All the
    indicators have a meaning, and it's up to you to learn them all.
    The two ship displays have relative facing indicators, but that
    only works on the ship being targeted. If you are fighting
    multiple ships you may end up dodging one ship and exposing your
    down shield to another.  Or worse... fly right into a planet or
    asteroid. But that's why there's a tactical map.
    Having good situational awareness also helps in the other three
    aspects of tactics: timing, maneuver, and energy management. You
    would know when to time your burst of speed (based on your ship's
    acceleration) to maneuver so your weapons are pointing at the
    enemy's down shield with enough power to shoot.
    Mizia Concept was very simple: instead of firing a single massive
    volley of all weapons, beat down that shield, then fire several
    smaller volleys.
    Why is this better? Because multiple smaller hits damage more
    weapons, whereas single overwhelming volley damages power and
    What's better... There really is no "defense" against this attack
    other than maneuver to bring another shield into play.
    It is a bit difficult to execute, but quite useful.
    Trivia: Mizia Concept was named after Walter Mizia, veteran SFB
    player, who observed this trend in the damage allocation rules
    and came up with a way to exploit them.
    7    Combat Checklists and some more tips
    Here's a list of items you should immediately perform upon
    starting a mission
      *    Red Alert (which arms and selects all weapons)
      *    Check number of friendlies, note classes and numbers
      *    Set tactical zoom level to lowest/widest (so you can see
         more of the space)
    Clearly, there are exceptions to every rule. In some missions,
    where speed is more critical, you may want to just go yellow
    Here is a list of items you should immediately perform upon
    detecting enemies on sensors
      *    Determine enemy numbers and type (use a probe if necessary)
      *    Determine which enemies your friendlies (if any) appear to
         be engaging
      *    Determine which enemy ship to engage first, or to disengage
      *    Determine whether to capture or destroy the target if
      *    Determine initial tactic: overrun, oblique pass, etc?
      *    Determine ECM and ECCM settings if needed
      *    Set point-defense mode for phasers and tractors beams if
      *    Determine shield reinforcement if needed (usually front
         hemisphere shields)
      *    Determine battle speed (slow, fast, etc?)
      *    Determine hit-and-run targets if needed
      *    Charge tractor beam(s) for anchor if needed
    Here is a list of items you should check before attempting to
    capture an enemy unit
      *    Check all available marines on YOUR ships (AI friendly ships
         do NOT assist in captures. They often RUIN your captures by
         blowing up that ship with your marines onboard)
      *    Count total number of transporters available on YOUR ships
      *    Check enemy marines on target in the "capture" panel.
      *    Calculate approximate marines usage.
    Marine usage is dependent on the number of transporters you have
    available and how fast can you send over reinforcements.
    The rule of thumb is
         Usage = 1.5 * (enemy_marines ) * (enemy_marines /
    your_transporters )
    For example, if the enemy has 10 marines, you have only 5
    transporters available, expect to use about 30 marines to capture
    the enemy ship. (1.5 * 10 * 10 / 5) = 30
    However, if the enemy has 10 marines, and you have 10
    transporters available, then you can expect to use only 15
    marines to capture the enemy ship. (1.5 * 10 * 1 = 15)
      *    If you have enough marines to do it, then continue.
         Otherwise, destroy the enemy ship and don't bother.
      *    Confirm all your ships set to "very aggressive" and
      *    Make your pass, use just enough weapons to beat down a
         shield, and beam on your marines. Fire weapons in single shots.
         As the other ships see the down shield they should beam their
         marines also. Then repeat sending in marines if necessary.
    You can read enemy ship classes at distance of over 100 kk. You
    should be able to figure out how far are you outmatched, if you
    are at all.
    Here's a rule of thumb to use
    Use 9 for BB, 7 for DN, 5 for BCH, 4 for CA, 3 for CL, 2 for DD,
    1 for FF. Zero for all else.
    If the any are carriers, add 1 per carrier.
    If the enemy uses plasma torpedoes or drones, add 1. (To account
    for crunch power)
    Total up the "force number" for both sides and compare the
    number. That should give you a quick idea on how the two forces
    match up.
    If the ratio is within 10% of 1 to 1, you should be able to win
    if you don't make any mistakes, and not lose any ships. However,
    it's a very even fight and there wouldn't be much 'profit' in it.
    If the ratio favors the enemy a bit, see if you can even up the
    odds a little by using tricks like scatter-pack and anchor to
    quickly kill one ship. Otherwise, stay back and kill the smaller
    ship(s) that gets close first. You can think about disengaging
    If the ratio favors the enemy a lot, run away and pick something
    If the ratio favors your side, blast them.
    If the ratio REALLY favors your side, try going for captures to
    enhance your prestige.
    For example, say you have 2 BCH's against 1 enemy BB. The ratio
    is 10 to 9 in your favor (roughly). You should win in the end,
    but there's probably no "profit" in this battle. This will be a
    tough fight. If you can find easier battles, do so.
    Almost EVERY command in SFC has a keyboard shortcut. You should
    learn them by heart, or at least copy the quick reference card.
    They allow you to give orders much faster than going through the
    mouse-clicks alone.
    If there isn't one, assign one.
    If you play alone, you can go as low as game speed 1. However,
    such a game would be really slow. Default speed of 7 is actually
    quite fast. You may want to consider 4 or 5 first, then increase
    speed when you understand the battle a bit more, then speed up or
    slow down as needed.
    There aren't that many terrains in SFC, just empty space,
    asteroids, planets, dust field, pulsar, black hole, and nebula
    (and some planets).
    Asteroids are navigational hazards. If you have a heavy ship and
    have plenty of tractor power, consider pushing enemy ships into
    asteroids. And don't fly into your yourself. If you are
    maneuvering in an asteroid field, set tactical map to closest
    zoom and keep the viewpoint AHEAD.
    Lyrans hate asteroids and dust fields as it wears down their
    Dust fields forces you to slow down and apply reinforcement to
    front shields, reducing available power.
    Pulsar and black hole only rarely appear in a scenario, and never
    in the regular ones.
    Nebula makes everybody have equal shields, and seeking weapons
    nearly useless. Still, if you fire them close enough some may
    still survive long enough to hit. The reduced shield strengths
    mean there will be a lot of internal damage scored. Smaller ships
    may have the advantage here as they mount more weapons.
    Minefield can be considered "artificial terrain", but that's a
    separate topic altogether.
    7.7.1     Nebulas
    Nebulas have such a blanket effect it is worth a separate
    Nebula has a LOT of natural ECM and reduced shields for
    everybody. You still get nice sensor locks, so you have to
    reconsider your approach. This is NOT Star Trek II: Wrath of
    Khan. :-)
    Ships with naturally high crunch power and direct-fire weapons,
    like Feds, have the advantage here. They retain most of their
    firepower. They merely have to move in closer to use it.
    Overload is required as even Klingons can't hit any one in a
    nebula from range 15.
    With no shields, speed and maneuver became much more important.
    Use the extra power available to even pump up the ECM and ECCM
    some more, remember to switch allocation during the recharge
    Transporter bombs cannot be used or deployed, even dropped.
    Lyran in nebula is even worse off. ESG don't work in nebula so
    you're without a lot of your firepower. On the other hand, if you
    don't need to charge ESG you should have plenty of power
    available to maintain speed.
    Drones are NEARLY useless in a nebula. They don't survive very
    long. On the other hand, if you launch them close they will still
    do plenty of damage. On the other hand, tractor beam don't work
    in nebula either.
    Romulans lose the cloak, which can be a problem, but plasma, with
    built-in +3 ECM and some pumped up ECM from the ship may be able
    to retain a lock on if the target don't pump in additional ECM
    (but if he doesn't he's playing dumb).
    "The only valid test is combat; the only valid result is victory"
              -- Adm. Steven V. Cole, designer of Star Fleet Battles
    In other words, no matter how fancy of a tactic we can explain to
    you, it is up to you to put it into action. You can dream up
    fancy tactics on paper, but until you test them in combat, you
    would never know if they work or not.
    Trivia: this quote was originally attributed to Ardak Kumerian, a
    Klingon Admiral, who's S.V. Cole's alter ego in SFB.
    8    Offensive Maneuvers
    You need to know some of the common maneuvers that are
    These maneuvers don't require any special devices or any specific
    setup, and does not involve HETs.
    8.1.1      Overrun
    Overrun is simple: point the nose at the enemy, shoot at point-
    blank, and fly right over the other ship.
    Overrun is best done by ships with maximum point-blank firepower,
    esp. those with forward centerline firepower. Hydrans are good
    To exploit the downed shield, overrun should be followed up by
    several attacks, such as hit-and-run raids, drop mine, scatter-
    pack, fighters, drones, or better... another ship.
    You can combine overrun with anchor (see below) for a really
    devastating blow.
    The overrun is very simple but it usually results in your front-
    shield being blown, and that can be bad.
    In a cloak-able ship, you can approach until enemy is range, fire
    weapons, then cloak as you fly over him. This is called an "under-
    The Hydrans specialize in the "fusion charge" with their fusion-
    armed ships. Basically, they overload the fusion beams, then hold
    the weapons, go maximum available speed, and charge right down
    the middle with forward shields reinforced, erratic maneuvers,
    max ECM. Enemy fire would be ineffective. Then at point blank,
    stop the EM and deliver a devastating alpha strike at point-blank
    The Feds can do the same with a photon salvo at point-blank
    Plasma using races can do the same by firing plasma so close the
    enemy has no chance to launch a weasel.
    The "charge" doesn't work against people who know how to maneuver
    and avoid the charge.  Those who use "saber dance" maneuvers can
    avoid the charge easily. The "charge" also usually causes severe
    damage on the front shield, leaving you vulnerable to later
    Higher speed and maneuverability can counter overrun. Then it
    turns into a battle pass or pursuit.
    8.1.2     Oblique pass
    Oblique pass is nearly as simple as overrun. Instead of point
    directly at the enemy, you point slightly off to one side, so
    when you are in weapons range of each other, you hit the right-
    front or left-front shields instead of front shield. Then you can
    decide if you want to turn away, or turn in to attack.
    Ships with FA firepower are best candidates to use oblique pass.
    They can deliver the same firepower throughout their FA arc.
    This is sometimes called a "battle pass", and it can be quickly
    converted to overrun or battle run, or even pursuit.
    The oblique pass can quickly turn into an overrun if both sides
    turn into each other.
    If one side turns in and the other side turns out, it becomes a
    tail-chase situation. The chasee can launch drones, drop T-bombs,
    etc. to attack, but cannot use primary weapons. The chaser has
    primary weapons in arc but can't really use seeking weapons as
    he's a positional disadvantage.  If the Klingon turns in, this
    maneuver is called "the Klingon Hook" as the superior
    maneuverability of Klingon ships makes this easier.
    If both sides turn out, it's time to disengage.
    Oblique pass may not be good if your ship has firing arcs that
    emphasize firepower to the sides. Oblique pass can halve your
    firepower, though you can always maneuver after you fire half of
    your weapons.
    Beware of the HET following a battle pass or battle run.
    8.1.3     Battle run
    You approach the enemy pointing just off to one side of him.
    After you fire at the range of your choice, you turn away to
    expose your rear weapons at the same shields you had hit before.
    If you have significant number of side or rear firing weapons
    (like Klingon's wing phasers on the D-7's), you are good
    candidate for battle run.
    8.1.4     The Feint
    A feint is basically a maneuver to get your opponent out of
    balance. In SFC, it's a maneuver of deception to get your enemy
    to commit to countering one of your moves when you really intend
    something else.
    For example, the HET reversal below [8.4.2] is a feint. He
    countered your battle run with pursuit, so you suddenly turn it
    into an overrun instead.
    There are many ways to do "feints". For enemies who seem to have
    an answer for everything, a feint can do wonders.
    8.1.5     The Saber dance
    The Klingons invented the "saber dance" maneuver. Basically, the
    enemy ship stays at range 15, where the disruptors have a better
    chance to hit than other weapons. The enemy ship then repeats the
    maneuver, keeping the range open, while it wears down your
    The Hydrans can use the saber dance with their Hellbores the same
    way, with their "split" weapon arcs. Fire half of weapons at a
    time, turn, fire the other half, repeat.
    Saber dance requires patience and very good weapon arcs. One
    mistake and the enemy may get close enough to do you real damage.
    8.1.6     The Starcastle
    This tactic can be effective against races that have low "peak
    output" and prefer to nibble you at medium range, like Klingons.
    This is a counter against the "saber dance" maneuver.
    Basically, it means go at speed 4, maximum ECM, erratic maneuver
    (EM), max shield reinforcements on facing shield, and wait for
    the enemy. At maximum jamming and EM, it's doubtful attack at
    range 15 will do any damage.
    The enemy must close in to do any damage. You can then switch to
    an overrun or oblique pass. This turns a maneuver battle into a
    High-energy turn gives you a sudden change in direction (payoff)
    in exchange for some disadvantages (power expenditure) and risk
    (possibility of breakdown).
    HET uses a significant amount of power (5 movement pts) so you
    have to be sure you don't need it for anything else.
    Ships that cannot make an HET safely ever (i.e. breakdown chance
    of less than 100%) should probably NOT make one, ever. A
    breakdown will almost kill that ship for sure.
    There are basically three reasons to use an HET: sudden problem,
    defensive turn, surprise attack
    8.2.1     Sudden problem
    An HET can be used to get away from a sudden problem to buy some
    time to deal with it. Say, a scatter pack was launched in front
    of you and you can't turn away in time and you're out of weapons,
    or a plas-R coming at you. Turn away and you may get some time to
    deal with them.
    8.2.2     Defensive HET
    A defensive HET is using an HET to bring a fresh shield into
    play, so enemy won't be able to pound a weakened or down shield.
    HET takes time to charge, so you have to plan this ahead of time.
    If you suddenly decide you need one, it would have been too late.
    8.2.3     Surprise attack
    By using HET, you can bring weapons to bear that the enemy would
    not expect. One such example is HET reversal [8.4.2].
    EmerDecel is most often used to slow the ship down so you can
    launch a wild weasel. This also reinforces the front shields
    EmerDecel does NOT conserve power.
    EmerDecel DOES slow you down, which may prevent you from
    revealing one of your down shields to sides or rear.
    EmerDecel can be used when the enemy is closing faster than
    EmerDecel can save you from collisions, planets, asteroids, etc.
    The price of EmerDecel is speed 0, which gives the enemy the
    initiative. He can take the time to recharge weapons, even
    disengage. He can go to your rear shields and pound it. He can
    wait and do a Gorn anchor on you when the weasel expires. You
    can't do anything about it.
    Consider how WILL you get back to battle speed BEFORE you use
    EmerDecel. How do you dodge drones or plasma torps now that
    you've stopped? How long will it take for you to get back up to
    speed? Can you survive till then?
    The advanced maneuvers involve using HETs in combination of
    simple maneuvers.
    8.4.1     The Flanking Snap Turn
    This is a continuation of the oblique pass if both sides simply
    keep going. Basically you pass down the side of the enemy so your
    3 o'clock is at his 9 o'clock, or vice versa. THEN you use an HET
    so you can bring your weapons to bear on his side/rear shields,
    which are probably weaker than his front shields.
    To counter the flanking snap turn, keep your distance in the
    oblique pass. A T-bomb or two and a turn-away would help also.
    Then you can use an HET reversal after you've damaged his front
    8.4.2     The HET Reversal
    At the oblique approach, you turn out, the enemy turns in, and
    he's now chasing you, hoping to hit your weaker rear shields. You
    then suddenly use an HET to bring your front-weapons to bear and
    turn it into an overrun.
    To counter this, you just have to be careful. If the enemy looks
    like he's overloading, don't chase too close!
    8.4.3     Anti-anchor
    If you have plenty of point-blank firepower (like Hydrans)
    fighting plasma or drone user who's likely to anchor (like Gorn
    or even Romulan), consider the anti-anchor.
    Maneuver so the enemy is about to catch you on the side, HET
    ready to go, all weapons overloaded. When the enemy tractor you,
    HET into him and blast him. He's probably expecting you to fight
    his tractor and would have put a lot of power into it. You
    instead put the energy into shield reinforcements.
    Net result... Instead of losing, both ships are heavily damaged.
    At least you salvage a draw. You MAY even win it if you have good
    damage control and other sources of firepower (like fighters and
    so on).
    Special maneuvers use specific devices (such as tractors),
    weapons, and so on to exploit a specific characteristic.
    8.5.1      Anchor
    The "anchor" maneuver was "invented" by the Gorn, as it makes
    their plasma torpedoes very effective and makes maneuvering
    minimal. The concept is very simple: slap a tractor beam on the
    enemy ship, THEN shoot the torpedoes.
    Why do it this way? A ship being tractored cannot launch a decoy
    shuttle (i.e. wild weasel), so they will have to shoot the
    torpedoes or let them hit. At point-blank range, they can't
    rotate a new shield into play quickly.
    Any race using seeking weapons can use the anchor. A frigate can
    kill a cruiser if the anchor was deployed properly. Scatter-pack
    is very useful here as it suddenly pops 6 or more missiles at a
    target that can't launch decoys.
    An anchor can be enhanced by NOT firing all your weapons in a
    single salvo. Instead, fire in several small salvoes to gain
    maximum damage from the Mizia attack [see 6.10].
    An anchor combined with HET can be devastating. You shoot, you
    score, and you turn away in an instant without giving enemy much
    chance to shoot back. This requires very good timing though.
    Some ships should NEVER be anchored. Fusion-beam armed Hydrans
    can be deadly (to you) to anchor. A smaller ship should NOT
    attempt to tractor a larger ship unless it is going for the
    deadweight maneuver, and even then
    Anchor can be defeated by NEVER coming into tractor range. You
    can keep the enemy away by using some mines to "encourage" him to
    go somewhere else. You may even want to use an HET to turn away
    Another way to defeat the anchor is to pre-charge the tractor
    beam to REPEL. Choose the strength you want to repel, up to 6.
    You can then repel all tractors charged up to that strength.
    Hydrans have a similar maneuver discussed in their race specific
    8.5.2     Deadweight
    The "deadweight" maneuver is very similar to the anchor.
    Basically, one ship serves as the "deadweight". The deadweight
    ship arms minimal weapons, gets in there, tractors the enemy
    ship, reinforces facing shield, and come to a FULL STOP. That
    enemy is now limited in its mobility.
    Even better... The deadweight ship absorbs the salvo from the
    target. Now the target has no more weapons to defend itself, and
    are vulnerable to weapons from other ships. It can't even dump a
    weasel to protect itself due to the tractor still attached.
    Obviously, this only works in a fleet battle, where you can
    afford to sacrifice a ship.
    8.5.3     Plasma String
    Sometimes called a "plasma bid", this is used by the plasma using
    races, mainly the Romulans.
    Basically, you start randomly mixing the real and the pseudo
    plasma torpedoes one at a time at a certain interval. The enemy
    can't tell which one is real or not.  Even if you shot 3
    torpedoes when you have only 2 launchers, he still wouldn't know
    which one is the fake.  He will have to dump a weasel at some
    point if he's slow enough.
    It is called a "bid" because you keep raising the ante with more
    torpedoes until he "blinks" and launches a weasel.
    Then you wipe out the weasel, anchor him, and feed him the rest
    of your torpedoes. He should run out of shuttles before you run
    out of torpedoes.
    Plasma string can be countered by speed and distance, like the
    general anti-plasma tactics.
    Remember, pseudo-torp is a limited commodity... There are only
    one per launcher. Don't waste them.
    8.5.4     Drone Swarm
    The swarm can be a scary sight for races not armed with anti-
    drone weapons. Usually, you'll see Orions using drones on you,
    though any race with drones (Feds, Klingons) can do a swarm also
    with the right ship(s).
    Basically, you have a LOT of drones (more than 6) all targeting
    one ship and travel in close proximity. You can help create a
    swarm by using a scatter-pack if your internal launchers can't
    create a swarm.
    Remember that each ship has a drone control limit. If you exceed
    it, the earliest drones you fired are lost. Most ships can
    control 6 drones (single drone control), some ships can control
    12 (double drone control) or 18 (triple drone control).
    Follow the drones in at the same speed and you can create an even
    bigger swarm by adding more drones.
    Obviously, faster the drones, the more dangerous they are. Fast
    drones can chase down fast ships, are less vulnerable to anti-
    drone fire, and so on.
    The swarm can be beaten with a nicely placed T-bomb. It is also
    not that useful on ships equipped with ADDs, tractors, ESGs, and
    other anti-drone weapons.
    9    Offense
    There are a lot of ways to do damage to the enemy
    9.1   PHASERS
    Phasers are the most energy-efficient weapons in the game. A ph-1
    can do up to 10 pts of damage with 1 pt of energy. Heavy weapons
    don't come close. However, ph-1 is the largest phaser a starship
    can mount.
    Everybody uses phasers in one form or another. They are all
    treated as "phasers" in terms of SFC even though their innards
    may be somewhat different.
    Direct-fire heavy weapons hit (or miss) the facing shield
    immediately. In general those don't hit that often unless you're
    very close.
    Some heavy weapons like hellbores and enveloping plasma torpedo
    can damage non-facing shields.
    If you are very close, you can usually overload, but that will
    reduce your speed significantly by making less power available.
    Overloaded weapons also have limited range.
    Gorn, and Romulan, and Orion use seeking weapons.
    Those in general pack a much larger punch than firect-fire
    weapons, but you can't hit the facing shield. The weapons can
    also be intercepted during flight.
    There are also ways to reduce the impact of the weapons. Plasma
    torpedoes can be reduced by phaser fire. Drones can be killed by
    phasers or ADDs, kept away by tractors, or blasted by T-bombs.
    Drone users also have to watch out for the drone control limit of
    their ship(s).
    Drones don't cost any energy to launch, but you can exhaust your
    reloads in a long battle. Drones also in general travel at a
    lower speed.
    Plasma torpedo never "run out" (unlike drones), but it takes a
    LONG time to charge (3 times as long as disruptor) and takes
    energy. They also dissipate over distance traveled.
    Plasma users can use a pseudo-torpedo to scare the enemy. It
    looks JUST like a regular torpedo, but causes no damage. You can
    use the pseudo-torpedo to hide the fact that you're still
    Enveloping plasma torpedo can be used to "sandpaper" the shields
    and perhaps hit a down shield. This can wear down the enemy ship
    for later attacks.
    If there are multiple targets, a plasma torpedo can be used in
    "shotgun" mode which shoots several smaller torpedoes against
    multiple targets.
    Drone users can use scatter-pack to increase the number of
    missiles in a salvo, at the cost of using a shuttle and the
    possibility of having that shuttle shot down before it can "pop".
    ESG can be used for ramming, which can be a very effective weapon
    that can beat down enemy's facing shield(s).
    ESG is also a good defensive weapon, as it kills fighters,
    shuttles, and drones.
    Hit-and-run raids can kill specific ship systems on an enemy
    ship, subject to transporter, boarding party, and energy
    Mines and T-bombs, when placed properly, can cause significant
    damage to enemy ships, fighters, shuttles, etc.
    One of the most satisfying ways to kill enemy ship is by pushing
    the enemy ship into an asteroid or a planet. This can be hard to
    arrange though, and is considered "bad manners" if done in a
    Dynaverse battle against human opponent.
    Terrain such as dust fields can cause damage to shields, and if
    shields are down, cause damage to the ship directly. Therefore,
    when fighting in a dust field, you may want to target the front-
    shield of the enemy ship(s).
    Shuttles and fighters have phasers, heavy weapons, and/or drones
    which can be used to defend you, defend others ships, or to
    attack other ships (from long range or close assault).
    In SFC, only Hydrans have fighters.
    Suicide shuttle is just another seeking weapon (albeit a very
    slow one).
    10   Defense
    How to prevent your ship from being damaged while dealing damage
    to the enemy ships is very important. After all, this quote said
    it best.
    "You don't serve your country by dying for your country. You
    serve your country by making the OTHER poor bastard die for HIS
                            --- General George S. Patton, US Army
    10.1  "SPEED IS LIFE"
    Speed, when your ship is heading in the proper direction, gives
    you more time to deal with the incoming threats. You can run
    until the plasma torp run out of juice. You can run until the
    drones run out of juice. You can run to keep enemy out of
    overload range so he can't hit you if his weapons are overloaded.
    NONE of this can happen if you do NOT have speed!
    Speed in the wrong direction can be converted to speed in the
    right direction by turning (or even HET).
    10.2   USE EW!
    Electronic warfare, at long to medium range, is more efficient in
    reducing damage than shield reinforcements. With max ECM and EM,
    you should rarely if ever take damage at medium range. Just
    beware you cannot fire seeking weapons while doing EM.
    You can use any excess energy for shield reinforcements. This
    would prevent "premature" wear on your shields when the enemy is
    just firing some long-range shots.
    Only shields that are still "up" can be reinforced. So if a
    shield has been busted, there's no point in reinforcing it. That
    energy goes back into "excess" pool in the energy allocation
    If the enemy beats down one of your shields, maneuver and present
    a different shield. Use HET if you have to!
    Seeking weapons such as missiles, suicide shuttles, and so on,
    can be kept away by tractor beams. You can set the number of
    tractors to use for defense in your "defense" control panel.
    Are your phasers armed and ready for your own ship's defense? If
    you have point-defense set your phasers will automatically engage
    nearby seeking weapons such as plasma torpedoes and drones. Of
    course, that also means that you will not have those phasers to
    shoot at enemies.
    If you know the enemy's weapon arcs you know which sides of the
    enemy ship to avoid. Few enemy ships can fire into the hex
    directly behind the ship.
    That tells you a LOT about weapons under repair, being recharged,
    and so on. Best time to attack is when the enemy cannot fire
    back! You need to be close, or use a probe.
    10.9  WATCH THE RANGE!
    If the enemy is going fast, he is probably not overloading, so
    close assault should not be a problem.
    If the enemy is going slow, he may be overloading, so you should
    stay out of overload range.
    Of course, these two are not rules, but general observations. You
    can "trick" the enemy into you're overloading when you're not by
    moving slower than you can, and so on.
    Stay away from plasma users as they need to be close to do
    significant damage.
    10.10      WATCH THE ENERGY USAGE!
    Next to the speed gauge is a measure of how much power are you
    consuming vs. producing. If you are NOT using all the power used,
    you are wasting power that can be put to better use. You can view
    a summary of your energy usage in the energy panel.
    11   Tactics and Counter-Tactics
    Here, we discuss some common questions on how to use plasma
    weapons, and drones, and how to counter each.
    First, let us discuss the strengths and weaknesses of a plasma
    torpedo. Remember, deception and confusion are primary tactics
    for plasma torpedoes.
    11.1.1    Plasma Strengths
    Plasma torpedoes deliver a LOT of damage in a compact package.
    Plasma torpedo has some of the highest crunch power available.
    Plasma weapons are seeking. As long as the launcher is in arc you
    can shoot and maneuver away.
    Plasma torpedoes are fast (speed 34? 36?).  [NOT 32 as previously
    Plasma torpedoes are flexible: you can regular, download (if
    larger than F), envelope, or shotgun/defensive.
    Plasma torpedo can be fired (for a limited time) AFTER the weapon
    has been destroyed
    Enveloping plasma torp is essentially the ONLY overloaded weapon
    without the 8-hex limit.
    11.1.2     Plasma Weaknesses
    Plasma takes a LONG time to charge (3 times the period needed by
    Plasma takes a lot of energy to charge, thus affecting the power
    Plasma, as a seeking weapon, give the target a choice on which
    shield to expose.
    Plasma dissipates as it travels, losing its punch.
    Plasma can be further dissipated by phaser fire
    Plasma can be distracted by a wild weasel (i.e. sensor decoy)
    Plasma launchers are NOT 360 degrees. (though some Gorn launchers
    have wider arcs)
    11.1.3    Dealing with recharge period
    To counter the long recharge period, do NOT fire ALL of the your
    torpedoes at once. Fire them one at a time. (This is the
    foundation of the "plasma string" tactic, see 8.5.3). By
    staggering the reload cycle you also minimize the energy problem.
    On the other hand, that also means you're spreading out your
    firepower. By spreading your firepower, enemy can choose which
    shield he would want to take the hit on. You risk the chance of
    not hitting the same shield.
    Downloading, by generating type-F plasmas in two turns in larger
    tubes, also helps with the long recharge period, as the expense
    of some crunch power.
    Romulans can always cloak.
    11.1.4    Dealing with dissipation
    To solve the dissipation problem, you need to launch the torpedo
    as close to the target as possible. Launch close also prevent the
    enemy ship from turning a new shield.  However, launching close
    exposes you to his counter-fire. It also reveals your charging
    cycle to his sensors.
    The foundation of the "anchor" (see 8.5.1) is on getting as close
    as possible.
    Torpedoes are great against stationary targets like bases, which
    can't dodge.
    If the enemy ship will not expose a down shield, an enveloping
    torpedo may be the answer. While that takes more energy, it can
    go through down shields, as well as damage all the other shields
    for later penetration.
    11.1.5    Dealing with phasers
    You can't really do much about enemy phasers reducing your
    torpedoes except launch several torpedoes or offer them other
    targets than your torpedo. Using pseudo-torps can make them waste
    phasers as well. Phasers don't do that much to the torpedo any
    way, I wouldn't worry too much about this. Launch closer would
    help also.
    11.1.6    Dealing with weasel
    The "cure" for weasel is the anchor. If you tractor a target, the
    enemy cannot launch weasel. Of course, the trick is getting close
    enough to do it.
    On the other hand, taking a weasel isn't that bad. Most ships
    have very limited number of shuttles and it takes a long time to
    charge a weasel. Once he's out, he's toast. You can always just
    charge another torpedo.
    The ship that launches a weasel also loses the initiative and
    thus is quite vulnerable to anything you do. Just be prepared to
    take advantage of it.
    11.1.7     Be unpredictable
    Plasma users need to be unpredictable. With so many options and
    combinations, you need to confuse your enemy as to your actual
    operating pattern.
    Your opponent will try to guess your reload cycle and attack
    while your torpedoes are recharging. How do you minimize your
    vulnerability during that time is critical to your survival, you
    do that by being unpredictable.
    To completely confuse enemy regarding your reload cycle, you can
    download to a smaller torpedo, or use a pseudo torpedo. Download
    charges a torpedo faster, thus taking only 2 turns or even 1 turn
    for a torpedo. Pseudo disguises your shots.
    11.1.8    When to use Enveloping
    An opening salvo of enveloping torpedoes can surprise a lot of
    opponents. As you run away, the enveloping torpedo "sandpaper"
    all of your opponent's shields. Subsequent torpedoes would have
    much better chance to break through. For those ships with weak
    rear shields, this can even punch through, esp. if you have TWO
    torpedoes hitting.
    In fleet action, when there's more weapons going around, some can
    go enveloping to confuse the enemy.
    11.1.9    When to use shotgun
    Shotgun, with the restriction on targeting, means it's mainly a
    defensive weapon used when there are a LOT of targets, like
    frigates, fighters, shuttles, and so on.
    11.1.10   When to Underload
    Personally, I underload after the first salvo is shot. I don't
    like to run away (as I need the power to arm the weapons), so I
    prefer to underload and get the weapons up faster.
    11.1.11    Keeping the enemy away during recharge period
    You are vulnerable during the recharge period. So keeping the
    enemy away during the recharge period is the key.
    One of the best ways to keep the enemy away is with a pseudo-
    torp, and that's discussed in the next section.
    Another possibility is a mini minefield from either T-bombs or
    Nuclear Space Mine (if you're a Romulan). You hide behind the
    mines while you reload. However, this can be very difficult to
    arrange. For a more practical method, try leaving T-bomb or two
    and hide behind them while you reload.
    T-bombs are also excellent drone defense when you're fighting a
    drone user. Your plasma torps are not vulnerable to t-bombs.
    Another way to keep the enemy away is with the cloaking device,
    if you're playing Romulans. Actually, it doesn't keep the enemy
    away, it just make you harder to hit when the enemy does get
    close. The problem then is getting AWAY from the enemy when
    you're ready to decloak. When you decloak, you're at the MOST
    vulnerable stage.
    If you have speed, you can just stay away from the enemy that
    way. But if you have speed, you may not have enough to recharge.
    11.1.12   Deploying Pseudo-Torps
    In general, Pseudo-torp is used when you want to make the enemy
    think it's a REAL torpedo when it is not. There are three
    situations: you want to keep the enemy AWAY, you want the enemy
    to waste phasers, or you want the enemy to pop a weasel.
    If you want the enemy to stay away while you recharge, a pseudo
    can do that. However, if the enemy is careful in timing your
    recharge, or pays careful attention to his sensors (or use a
    probe), he can guess pretty well if that torpedo is real or not.
    A pseudo torpedo will cause the enemy to use up their phasers,
    hopefully on the pseudo instead of the real torpedo. As most
    people leave point-defense on auto, firing a pseudo first can
    soak up the phasers.
    You can force the enemy to pop a weasel if you have enough
    torpedoes in the air, and he doesn't know which ones are real or
    fake. As fighter pilots say, "honor the threat!"  Your enemy must
    treat each torpedo as a real one if he is not sure. That is the
    foundation of the "plasma string" tactic (see 8.5.3).
    A lot of new players (newbies) have problem fighting the plasma
    races. The AI fires off all three plasmas... The newbie tried to
    maneuver. The three plasmas hit the same shield, wrecking his
    ship. Then the AI ship fires phasers... And the newbie blew up.
    Well, this section is for the newbie. Welcome to plasma avoidance
    Please read 11.1.1 and 11.1.2 first to review strengths and
    weaknesses of the plasma torpedo.
    11.2.1    Use your speed and distance
    To counter plasma races, you need to keep your speed up and keep
    your distance from the enemy ships. By keeping the range open,
    you give time for the plasma to dissipate. If he waste his
    plasma, he will have to get away from you to recharge. You can
    then pound him during his recharge cycle.
    Of course, that's assuming you're NOT dealing with a pseudo.
    Changing speed can help here. Start slow, switch to fast when the
    enemy is likely to launch, take the hit, turn back to slow to get
    your weapons recharged and fired.
    11.2.2    Use your sensors!
    If you scan the enemy ship, you can see if his torpedoes are
    recharging of not (if you are close enough). If you know when his
    torpedoes are recharging, then the torpedo in flight must be a
    pseudo. If you know when his torpedoes are charging, then you
    know when to attack!
    If you are NOT close enough, you can use a probe.
    11.2.3    Use all your shields!
    You can virtually choose which shield you want to let the seeking
    weapon hit. While most people assume that would be the rear
    shields, you COULD let the torpedo hit a front shield. If the
    enemy ship fire torpedoes one at a time, you can take them on all
    different shields, thus avoiding penetration of a single shield.
    If he fires all of the plasma torpedoes, he just spat away most
    of his firepower. After dealing with the torpedo, you can pound
    him during his reload cycle. (Assuming no pseudos, of course)
    There is also of course, the wild weasel. After those torpedoes
    hit, you can accelerate away and hopefully still catch the guy
    before he recharges.
    11.2.4    Counter the pseudo
    You may want to allow the dissipated torpedo to hit a shield of
    your choice, so you can tell whether it is a pseudo or not.
    In SFC you get an just 1 pseudo per launcher, thus by knowing a
    pseudo you know any subsequent enemy torpedoes will be real...
    Unless he has it from different launchers.
    11.2.5    Counter the anchor
    To counter the anchor, don't get close to a plasma ship, and
    always charge repel tractors. Anchor prevents the 'weasel'
    defense. Speed and distance again are the critical factors here.
    I personally consider the weasel as a last resort, which is why I
    am usually NOT afraid of the anchor.
    11.2.6    Against cloaking plasma users
    Cloak guys may actually be EASIER to kill than you think. In SFC,
    the cloakers CAN be found. In fact, you can designate a cloaked
    ship, you just can't lock-on to it. That simply means that 1) you
    can only use direct-fire weapons to shoot at him and 2) you may
    not do much damage to him unless you're point-blank.
    Plasma takes energy to charge, and so does cloak. So a cloaker
    need to be QUITE slow to do both. That means you have PLENTY of
    time to fry a cloaker if you keep your speed up.
    While I DID say it's dangerous to get close to a plasma ship,
    keep in mind that a cloaker takes time to decloak. During that
    time, he's NOT under the protection of cloak AND he's vulnerable
    to weapons.
    If you can catch him while he's reloading under cloak, even
    better! You can make two to three different passes and he'll
    still be recharging.
    A point-blank alpha strike CAN still work. It may not do as much
    damage, but it will still damage a shield. And he can't stay
    "under" forever. Go for his weakest shield (usually to rear).
    Catch the cloaker with a drone swarm or alpha strike right as he
    decloak on his rear shield, and turn away to disengage. He'll
    have to build up speed to catch you again, if he survives the
    11.2.7    Worst-case scenario: the wild weasel
    In general, I don't like weasels. You only have a certain number
    of weasels. Using a weasel also gives up the initiative to the
    plasma user.
    However, if you are sure you can take whatever else he's got
    left, then wild weasel can be a good choice. Launch a weasel and
    let the torpedoes hit the weasel. Then accelerate away and catch
    the plasma user in an alpha strike.
    I prefer the term "drones" to "missiles". I started playing SFB
    in the 1990's and I tend to use the SFB terms. Any way, let's see
    what are the advantage and disadvantages of drones.
    11.3.1    Drone advantages
    Drones deliver a LOT of damage in a compact package. Type IV
    drones cause a LOT of damage, esp. if you can get a salvo to hit
    the same shield.  A good salvo of type IV will gut a cruiser.
    Drones are seeking weapons. They are "fire-and-forget".
    Drones are 360-degree weapons: no firing arc restrictions
    Drones cost NO energy to launch
    Drones CAN be fast (though that cost a LOT of prestige pts)
    11.3.2    Drone disadvantages
    There are a TON of ways to kill drones (see 11.3.10).
    Drones cost prestige pts if you want faster/fastest speed, and
    need to be replaced after every battle
    Drones, as all seeking weapons, give the target a choice on which
    shield to expose.
    Drones can be distracted by a wild weasel
    Drones are subject to control channel limits
    Once you're out of drones, you're out, period. (Though some
    scenarios allows a reload)
    11.3.3    Mass and Timing
    Mass means create a swarm of drones, so the target's defenses are
    completely overwhelmed. However, this is subject to control
    limits and launch rate limits.
    Mass also means the swarm is vulnerable to a single t-bomb, and
    to a lesser extent, the wild weasel (sensor decoy).
    Timing means you need to get all the drones to the target as
    simultaneously as possible to help with "mass". You need to
    minimize the time the target has to defend itself against the
    drones, and try to time the arrival so as many of the drones will
    hit the same shield.
    You can help timing by flying at the SAME speed as your drones.
    For mediums, that would be 24. Then any additional drones you
    launch will "join" the swarm. This can be used to build up some
    truly massive drone swarm. (Just beware of the T-bombs).
    11.3.4    Picking the target
    A slow ship can't outrun the drones, so should be an excellent
    drone target. Slow, of course, depends on how fast YOUR drones
    are. A slow ship also can't turn fast enough to present another
    shield, thus even MORE vulnerable.
    A ship that has just fired most of its phasers is a good target,
    as it won't be able to defend itself against more drones unless
    it has a LOT of tractors and AMD/ADD. You can tell that by your
    scanners (or a probe).
    A ship that is away from the rest of its fleet's defense zones is
    also a good target.
    A closer target is better than a far away target as it takes less
    time for the drones to hit it.
    A ship coming closer is better than a ship moving away. The
    higher closing speed means he'll have less time to defend against
    11.3.5    Drones as defense
    If enemy chases you, firing back to them. Drone has 360 degree
    fire and thus can cover your escape. His "tail chase" also
    decreases his reaction time to defend against the drones fired
    Drones is also a good way to defend yourself against ESG ram.
    Throw out enough drones out there and you can take minimal damage
    against ESG ram on your shields.
    The Lyrans under AI control don't seem to defend themselves with
    ESG if you're out to long range.
    11.3.6    Scatter-pack
    Pros: dramatically increases the launch rate from 1-2 to 6 drones
    Cons: Uses a shuttle, pack itself is vulnerable before it "pops",
    can overwhelm control limit
    Scatter-pack can be useful if you are sure the enemy cannot kill
    it before it pops. If you drop one before an overrun (say, range
    15) it should pop right when you meet the enemy ship. This
    requires good timing.
    Make SURE you have control channels available or you'll be
    wasting previously launched drones.
    You can launch it close to the enemy if you are SURE enemy has no
    weapons left to kill it.
    To defend against scatter-packs, try to kill one before it
    "pops". Else, it's standard drone defense.
    11.3.7    Spread them out if you can
    A swarm is a concentrated target. You should spread the drones
    out so one t-bomb or one counter would not get all of them.
    You need to set the launch racks to "one missile" instead of "all
    missiles". Then you just need to launch multiple times with a
    slight gap in between. Leaving the gap in between would give the
    enemy a bit of a breathing room, but also makes your swarm
    multiple smaller targets. You need to determine what IS the
    optimum gap... So the salvo is still concentrated enough to be a
    swarm, yet separate enough so one T-bomb won't get them all.
    Obviously you can't control a scatter pack...
    11.3.8    Do the anchor
    A full salvo of 6 type-IV drones will severely maul a cruiser and
    kill lighter ships. Thus, anchor with drones is just as deadly as
    anchor with plasma torps.
    Anchor makes even SLOW drones dangerous. As point-blank, defender
    has NO TIME to shoot.
    You can even anchor another ship to slow it down so slow drones
    launched by other ships can catch up to it. This is sometimes
    called the "deadweight" maneuver. (see above)
    Combine an anchor with a scatter-pack can be completely
    overwhelming. Imagine this scenario... You dropped a scatter-pack
    before you enter weapons range. You snagged the enemy just as the
    scatter-pack popped, before he can pop a weasel. You hit
    EmerDecel.  He shot down 1-2 and stopped another 3 via tractors.
    THEN you feed him a salvo from your internal launchers AND your
    alpha strike from your other weapons.
    11.3.9    Counter-counter tactics
    A swarm sure look scary, but there are a LOT of ways to stop
    drones. To recap, here's the list:
      *    phaser (in point-defense mode)
      *    tractor beams (in point-defense mode)
      *    anti-drone launchers (ADDs) (in point-defense mode)
      *    Transporter bombs (beam them or drop them)
      *    Wild weasel (takes care of ALL seeking weapons targeting
      *    ECM (which can reduce the damage)
      *    ESG (absorbs all physical hits, including drones)
      *    Another drone (yes, you can launch a drone at another drone)
      *    Terrain features (planets, asteroids, dust field, etc.)
    Let us discuss each of the counter and discuss how to counter
    11.3.10   Phaser
    You can make the enemy use up the phaser so it is not available
    shoot your drones. Basically, you need to offer the enemy ship
    something else to shoot at, and usually, that would be yourself.
    Shuttles are usually too valuable to be 'spent' like this, but
    they are a possibility.
    On the other hand, you can shoot the drones to let the enemy
    spend the phasers on the drones instead of you. That's usually
    what Klingons do.
    11.3.11   Tractor Beam and ADD/AMD
    You can't do much about tractor beams and AMDs, except with hit-
    and-run raids. To do that, you need to expose yourself to counter-
    fire. However, AMDs have a fixed number of "shots" and need to
    reload. If you can make the AMDs expend themselves, the firing
    ship will be vulnerable for a period of time while the AMD
    Beware that drones being held in a tractor STILL counts against
    your drone control limit.
    A trick for the defender: If you are slightly faster than the
    incoming drones, turn so the tractored drones are behind you,
    then turn off the tractors to leave the drones behind. Now your
    tractors can be used to intercept MORE incoming drones.
    11.3.12   T-Bombs
    T-Bomb can kill a large group of drones at once. To beat that,
    spread your drones out by firing at slight intervals instead of
    one single swarm. So one T-bomb will kill only a few.
    11.3.13   Wild Weasel
    You can't do much about the wild weasel except to note that a WW
    user surrenders the initiative and speed completely. The WW user
    also used up one of the shuttles, which is always in short
    Once you got the initiative, don't ever give it back.
    You can always do the anchor, which negates the weasel.
    11.3.14   ECM
    ECM is not an efficient way to counter drones. You can slightly
    reduce the damage from a drone, but minimally only.
    11.3.15   ESG
    If you are a Lyran (or sometimes Orion), ESG is a good drone
    defense tool. Keep the radius to a minimum for maximum stopping
    If you're fighting a Lyran, use shuttles and other things to pop
    the ESG before the drones hit. This is sometimes called the "FOD
    maneuver" (after "Foreign Object Damage", a military term used to
    describe misc. trash sucked into jet engines).
    You can counter the ESG defense by a "reverse ESG ram", which
    means YOU take the hit instead of the drones. You charge in just
    ahead of the drones so the drones would survive and hit the
    11.3.16   Another drone
    ONE drone can kill only ONE drone. So you have to target
    individual drones individually. Slow the game down may help.
    Note that AI don't do counter-drone launches.
    11.3.17   Terrain Features
    Enemy can fly behind objects so the drones can fly into them.
    However, this requires a fairly crowded map. If you have a pretty
    empty map, there's nothing to hide behind.
    In general, if you run the drone user out of drones, you would
    win as they lose most of their "punch".
    11.4.1    DO NOT PANIC!
    A typical cruiser can easily stop 6 or more drones. Tractors
    alone can stop 3-4 drones. Phasers, ADDs, and so on can stop 2-4
    more. Don't forget your shields can stop one or two easily
    without taking too much damage.
    11.4.2    Use ALL your anti-drone weapons
    If you need a reminder, read 11.3.10 for the full list. Beware of
    all the "counter-counters" they can use. So read that section and
    see what THEY can do against your anti-drone weapons.
    You should almost ALWAYS turn on point-defense tractors and point-
    defense phasers unless you're flying against races that do NOT
    use drones. Your point-defense phasers are tractors are your
    PRIMARY anti-drone weapons, other than your ADD/AMD.
    ESG is a great drone defense weapon if you got one. Remember to
    raise them BEFORE the drones arrive. Set radius 0.
    11.4.3    Remember COUNTER-DRONES
    A drone CAN hit ANOTHER drone. So USE THEM! If you have low drone
    launch rates fighting a fast-drone-firing enemy, one good use of
    the drones is hit incoming drones.
    11.4.4    Keep your speed up
    Slow drones aren't that dangerous unless you get anchored, and
    the enemy must get close to you to do that. If you keep you speed
    up, you can keep your distance and give you time to deal with all
    the drones "in the air".
    You can run medium drones out if you just fly around the map
    slightly faster than they are.
    If you keep the speed up you have more time to deal with fast
    11.4.5    Find help
    All friendly ship will assist in drone defense. Play against the
    AI and you'll see other ships fire at nearby drones using ADDs,
    tractors, and so on as they see drone swarms aimed at one of
    their own units. Your friendly units will do the same, if you are
    near them.
    Using your fighters optimally is a difficult subject, as fighters
    don't exactly follow your commands.
    11.5.1    Understanding and exploiting fighter AI
    The fighter has four modes: attack, harass, defend, and defend me
    (return doesn't count).
    Attack means an all-out charge... Fire distance weapons when
    close enough, then close up with phasers on strafing runs.
    Harass means stay at mid-range if possible, constantly shooting
    phasers and other weapons (if available).
    Defend / defend me means stay close to the target / carrier and
    attack nearby enemy units.
    Attack is useful when you will be joining the attack, as the
    enemy must divide weapons among you and your fighters. You all go
    for overruns and gut the enemy in one huge alpha strike. Usually,
    the fighters bring down a shield and you shoot through it. You
    will lose many fighters, but you'll get results.
    Harass is useful when you just want to keep the enemy occupied
    while you reload. You'll lose less fighters, but they won't do as
    much damage.
    In general, it's better to let the fighters go first and you try
    to follow them to exploit the damage they do. You can set your
    ship to follow the fighters. As you can't control the fighters,
    only yourself, this gives you more chances to exploit any down
    shields. If you do the damage, the fighters may not be smart
    enough to shoot through the downed shield you caused.
    AI ships with fighters tend to just "attack" instead of harass,
    and thus the fighters are often lost. Replacing the fighters can
    be a drain on your prestige points.
    11.5.2    Launch immediately, or wait until after first pass?
    Do you follow the fighters in, or do you go in first and the
    fighters follow you?
    Due to the lack of control over the fighters, it's probably
    better to follow the fighters in and take advantage of any damage
    they do. Which means you launch early.
    I'd probably make an exception for Hydran hellbore-armed
    fighters. For those, I'd make an initial pass to beat down an
    enemy shield, THEN launch them to get some damage through that
    down shield. On the other hand, if you take damage you may lose
    the shuttle bay. It's a risk you need to evaluate.
    11.5.3    Load them back!
    One of the biggest mistakes fighter users commit is NOT recalling
    their fighters when they should have. After fighter exhausted
    their payload (heavy weapons, drones, whatever) they are left
    with only phasers. Their firepower is halved or less and they are
    more vulnerable to enemy fire as they must get close to do
    Reload in SFC is quite fast so check if your fighters have fired
    their payload and recall them, then launch them again!
    Look at them fight. If they have expended their ordnance, then
    recall them For their loadout, see the last section, 30
    11.5.4    Convoy Raiding
    Hydran ships are GREAT raiding convoys. The fighters can be
    killing the ships while the mothership keeps the escort(s) busy.
    Then you both run for it.
    11.5.5    Note on Hydran fighters
    As Hydran ships tend to be a mix of hellbore vs. fusion beam, you
    should pick the fighters to complement your ship. If you are
    fusion beam only, pick hellbore armed fighters. If you have
    plenty of hellbores, pick some fusion beam-armed fighters. That
    way, you can exploit weaknesses made by the other.
    11.5.6    Heavy-Weapon Armed Fighters
    Many heavy fighters are armed with heavy weapons (and can almost
    be called bombers). They usually have very short range (typical
    range is like 4). However, if they fire as a group the result can
    still be quite devastating.
    Hydrans should HOLD any Hellbore-armed fighters until AFTER the
    initial pass, after the shield damage has been done and perhaps
    down shields created. This will also give the ship a chance to
    attempt to knock out any ADDs and phasers with H&R and weapons.
    Hydran hellbore fighters should suffer minimal attrition as it is
    the only fighter capable of doing significant damage at range 8
    (the only fighter weapon to reach that far). It should ONLY used
    in "harass" mode.
    Hydran fusion-beam armed fighters are quite deadly if they can
    get close to an enemy ship. Consider charging ahead, absorb the
    enemy phasers, and your fighters follow up with fusion beam
    While fighters can be a threat, fighters are much easier to kill
    than the ship they are based on (except when the carriers are
    small, like frigate or destroyer-sized carriers).
    Fighters CAN be killed by all sorts of weapons, from T-bombs to
    drones, from phasers to ADDs.
    Only Hydrans have fighters in SFC.
    Fighters fly in a group, and each group acts as a single entity.
    They launch together, and they shoot together. Most fighters have
    about 10 pts of health, which is actually not a lot.
    Fighters are fast, many can move as fast as ships.
    Fighters are vulnerable to ALL weapons, but some do better than
    others (have more health pts).
    Fighters are NOT shielded, which makes them killable from ANY
    Fighters do NOT explode when they die (too small).
    A T-bomb in the middle of a fighter group can do wonders.
    ESGs will go through fighters like a scythe through wheat.
    Drones can kill fighters easily, but most fighters have phasers
    to protect themselves. Still, if you can fire a few they may keep
    the fighters busy.
    For the defenders, fighters on convoy raids can be a nightmare,
    as you have TWO targets you need to hit, both of them can kill
    If you have a cloaking device, how would you use it to your
    First thing you do is consider how much power DO you have AFTER
    the cloak is engaged. Is it enough to power the weapons? All of
    them? Or just the largest one? How long would it take for you to
    recharge all of them?
    Second thing you do is to consider how will you evade to
    11.7.1    Underrun
    One of the simplest way is approach the enemy launch torpedo(es)
    just out of overload range, and start cloak. Enemy may be able to
    shoot, but he'll do so against big penalties. And he'll fly right
    over you as you "submerged" into the invisibility of the cloak,
    screaming in frustration, while he figures out a way to deal with
    those torpedoes you've fired.
    Alternately, shoot off the pseudos instead. He'll fire and try to
    catch you before you cloak, but he'll miss. Then you fade-in
    again, and fire the REAL torpedo after he spent all his
    firepower. Ha!
    For more variety, mix the two up occasionally.
    11.7.2    Hit and Fade
    Instead of an overrun, use fade-out on battle run or oblique
    pass. This way you avoid getting into point-blank range, where
    some of the heavy weapons can still do significant damage (like
    photons and fusion beams).
    11.7.3    Mine field
    Use the NSM, and circle around it, keeping it between you and the
    enemy. In fact, drop some T-bombs out the rear hatch as well.
    Make an impromptu minefield to discourage the enemy from coming
    too close.
    There are several ways to defeat the cloak... The idea is to
    convince the enemy commander that the cloak's disadvantages
    outweighs the advantages it provides, so he won't use it. To do
    that, you need to cause damage to the enemy WHILE it's under
    11.8.1    Flash bulb
    One way to find a cloaked ship is via the "flash bulb" effect.
    Basically, you drop a mine near the cloaked ship, right on top of
    it if possible. It probably won't go off, but that's all right.
    THEN you somehow detonate the mine, using a drone, a shuttle, or
    even yourself. That explosion will cause the cloak to temporarily
    lose its effects, allow other ships to lock-on. At that moment,
    do your alpha strike and launch your seeking weapons. Ka-boom!
    11.8.2    Blind Overrun
    Overrun the ship while its cloaked, and use the phasers at point-
    blank range. The cloaked ship has minimal maneuverability, so you
    can repeat the run against the same shield, perhaps even
    penetrating that shield.
    Just make sure you exit to the REAR of the cloaker so you can
    escape its torpedoes should it shoots.
    11.9.1    Concentrate fire!
    Concentrate your fire on ONE target. This may be obvious, but not
    a lot of people seem to follow it. They let their ships run wily-
    nily and blame the AI when their ships got whacked.
    Concentrate your firepower on ONE enemy ship at a time (this
    usually means you need to use "medium" order intensity so they
    all shoot at the same target). You also need to be aware of your
    other ships' positions so you can hit the same shield. This may
    be a good time to order a different formation.
    11.9.2     Remember capture!
    With multiple ships under your command, captures should be
    attempted whenever feasible. It yields plenty of bonus prestige
    (esp. larger ships).
    Just make sure you HAVE enough marines, and you don't
    accidentally blow up the ship first (or have someone else blow it
    up from under you).
    Some freighters and most Orion ships cannot be captured, but you
    should still get some bonus pts.
    Beware that when in "capture" mode, your ships will NOT use any
    "heavy weapons". Therefore, it is best to DISABLE ALL enemy ships
    first, THEN worry about capturing them. If you try to capture
    during the middle of a heavy battle, the other enemy ships will
    pound you.
    12   Historical Missions
    13   Introduction to Single-Player Campaign
    There are six different campaigns, one for each of the playable
    races. Each has 5 to 13 elite missions, plus the random missions.
    13.1  SIGNING ON
    When you start a new campaign, you choose a race and enter your
    name, also choose the era if you want. Then you are at that
    race's capital. You get a new frigate and 50 prestige, enough for
    the initial outfit. Remember, some empires are smaller than
    others. So your "interior" can be just a few moves away from the
    See [17.1] for a list of the abbreviations used for the ships.
    You see your race's menu. Not all races have all choices, so if
    you don't see the choice I talked about, just ignore it.
    [Academy] is where you can practice controlling your ship, as
    well as some of those "technical challenges. For more
    information, see page 81 of your manual.
    [Ranks & Medals] is where you can admire your rank insignias, as
    well as any special medals or campaign ribbons you collected.
    [Recruiting Office] is where you can view the crew of your ships,
    and replace any department heads by trading with some prestige
    points. You can also swap crew between ships.
    [Vessel Library] is where you can view the different types of
    ships in SFC.
    [Shipyard] is where you buy or trade-in your ships, as well as do
    any repairs. Depending on where you are, different ships may be
    come available.
    [Spacedock] is where you buy the optional accessories
    ("Commander's Options" in SFB), for things like shuttles,
    fighters (if applicable), marine boarding parties, mines, and
    spare parts.
    [Galactic News/Map] shows status of the galaxy, and allow you to
    transfer to a different sector (where you'll find more
    challenging stuff!)
    To move into a new sector, click on [set course], then click on
    the sector. You'll move into that sector in a moment.
    [New Mission] starts you on a new mission. There is no "cancel".
    Once you start, you start!
    [Starbase Tour] repeats all this advice.
    Click on [New Mission] to start a new mission.
    For notes on individual missions, please see 14
    When you have finished the battle, you will exit back to the
    "map" screen (if you survived).
    You then get a choice to re-fight the battle, watch the replay,
    or simply continue back to the campaign menu.
    When you have saved up enough points, it's time to buy a new
    ship. Buy a new ship at the shipyard screen of a type you want,
    then either keep or trade in your existing ship.
    When you trade-in the ship, you trade-in the crew as well. If you
    want to keep the crew, buy a small ship, transfer the crew to it,
    buy your big ship, trader your crew to that, then sell the small
    You can own only 3 ships, so keep that in mind as you pick and
    choose. Choose those that fit your fighting style, not only those
    that have high BPV (battle point value).
    Remember you need to pay a LOT of prestige pts for a ship, so try
    not to lose any. You get about 75% of the prestige pts back when
    you trade in your ship (and nothing for the extra supplies you
    bought). So consider that when you trade in.
    TIP: Do NOT buy DN or larger ships. Somehow the game really
    stacks the odds against you if you do so.
    Remember to repair damage (if any) [in Shipyard] and buy new
    supplies [in Space dock] after each mission. You don't need the
    maximum on each one, but having them can be useful in certain
    Also update the crew if any.
    Remember to replenish your missiles, mines, fighters, etc. after
    each battle.
    14   Nine Tips for Your Campaign
    Do NOT overextend. You may be tempted to switch to a bigger ride
    ASAP, which would be a DD. Think about it before you go, as large
    ship means tougher enemies as well.  See [13.7].
    On the other hand, some of the frigates are deathtraps. For
    example, the Klingon and Hydran frigates are very difficult to
    survive in. They severely lack weapons and shields. In that case,
    switching to a good DD may be good early on.
    If you use drones, you also need medium speed drones when they
    become available. Slow drones are just too slow.
    Stay in the interior of your empire until you have 1-2 decent
    large ships. The interior are usually only menaced by light enemy
    raiding units or pirates. You shouldn't see heavier enemy units,
    and having 2 CL's or CA's should be quite sufficient to defeat
    most threats.
    Only venture out to the borders when you are ready in big ships.
    14.3  STAY ALIVE
    Stay alive by checking your enemies and determine quickly "do you
    have ANY chance of destroying the enemy." If you are a frigate up
    against a battlecruiser, it's time to run.
    See 7.4 for a quick way to calculate your odds of success.
    A ship, esp. when you get to cruiser or bigger ships, is a major
    investment. A good CA costs around 700. At only about 150-300 pt
    per mission, it takes a few missions to build up those pts, and
    get a good crew. Therefore, it is ALWAYS better to run away and
    live to fight another day.
    Consider ending the mission when you are losing. Basically, it
    means hit ESC, and select "End Mission". Then select "Play Again"
    to retry the mission. Your ship(s) will survive. This is better
    than playing it all the way through and take a huge loss when you
    lose your ship(s). You can only win or lose a few hundred pts in
    a mission, but losing a SHIP is SEVERAL mission's worth of
    investment depending on how big the ship is and what kind of crew
    you got.
    Just remember that it takes a few seconds for the computer to
    acknowledge the forfeit order. If a drone swarm is already on the
    way, it may be too late.
    Remember to restock, esp. if you use missiles or fighters. It's
    bad when you're required to fight a battle with no missiles or no
    mines, or worse, no marines and no fighters.
    It's better to keep racks full of slow drones (which are free)
    than have less medium drones.
    Positive in terms of prestige pts, that is. You need to always
    keep a reserve of 200+ pts around, more if you use a lot of
    If you fail a mission, you may need that reserve just to repair
    and buy reloads. Some missions also have a penalty if you do
    really badly.
    You lose some prestige when you trade up, so it's bad economic
    sense to trade up in small steps, like FF to DD to CL to CA to
    BC, and so on.
    Remember to keep your crew, as when you trade-in a ship you lose
    the crew. So transfer them to other ships first.
    Every ship you capture is worth extra pts. If you have a clear
    superiority and a lot of transporters (multiple ships in your
    fleet), captures can yield extra pts.
    Some scenario have items you can recover for extra pts.
    Convoy escort missions yields bonus prestige if you save all the
    freighters and esp. if you capture the enemy raiders.
    Starbase defense missions yields bonus prestige, esp. if you
    capture the enemy ship(s).
    NEVER buy DN or BB class ships. Somehow when you start owning one
    of those ships, the game starts generating overwhelming odds
    against you. For example, I had a DN-CA-CL group, and I went on a
    convoy raid. Care to guess what the reinforcements are? 2 DNs, 2
    DNs, AND 2 BCHs. That is just ridiculous.
    Get BCH and no heavier, unless you enjoy getting killed.
    15   Generic Missions
    Here are some hints and tips for the generic mission types.
    Your fleet encounters an enemy fleet of similar ships...
    Gen_AsteroidEncounter.scr -- in asteroid field, watch for dust
    field damage if you fly too fast, reinforce front shields, and
    don't crash into an asteroid!
    Gen_DeepSpaceEncounter.scr -- no special terrain, just destroy
    the other side or escape.
    Gen_NebulaEncounter.scr -- in a nebula, minimum shields, no
    mines, no shuttles, no drones (or for VERY limited distance), no
    tractors, no transporters.
    Gen_PirateEncounters.scr -- encounter pirates
    Gen_BlackHoleEncounter.scr -- black hole in center of map, don't
    get drawn in!
    Your fleet joins some more friendly ships and go after fleet of
    enemy ships. These are obvious I won't bother to explain them.
    Gen_BaseAssault.scr -- attack the enemy base, destroy it if you
    Gen_BaseDefense.scr -- defense your base from enemy attack.
    Gen_ConvoyAssault.scr -- destroy the convoy
    Gen_ConvoyEscort.scr -- escort the convoy
    Gen_ConvoyEscortPirates.scr -- protect the convoy from pirates
    NOTE: If you destroy one of the two attacking ships, you can tell
    the other one to leave, and he may just do that!
    Gen_ConvoyRaid.scr -- raid the convoy, capture/destroy quickly
    Gen_Courier.scr -- you must take item ____ to ____
    Gen_InterceptCourier.scr -- i.e. "Capture the spy", you must
    prevent the courier from reaching the destination.
    NOTE: That ship will be moving across your bow. Head straight for
    the planet. You should be able to grab the ship as it passes by.
    He's going speed 24, so you have to do better than that. Easiest
    way is shove him into an asteroid (if there is one). Best way is
    capture the ship and disengage.
    You need to survey this planet with a few complications
    Gen_SurveyMissionEnemy.scr -- enemy ship gets in your way
    Gen_SurveyMissionMonster.scr -- space monster gets in your way
    Gen_SurveyMissionPirate.scr -- pirate gets in your way
    Gen_Monster.scr -- generic monster scenario... destroy the
    Gen_PirateAmbush.scr -- your ship is under attack by a superior
    force of pirates!
    Gen_PursuitAsteroids.scr -- you chase an enemy ship into the
    asteroids... and found an enemy base. Can you destroy the base
    AND the enemy ship?
    Gen_CrippledEnemy.scr -- enemy ship is heavily damaged. Can you
    destroy it before it is repaired and get away?
    Gen_BringEmHome.scr -- ???
    16   Unique Missions
    These missions are unique (i.e. not generic). Anyone can run into
    them though, and they are rather interesting.
    No information
    No information.
    Black holes are randomly popping up all over the map while you
    engage the enemy!
    Finish this one QUICKLY, keep your speed up and HET ready...
    tractor the enemy ships and shove them into black hole is an
    16.4  UNI_BULLY.SCR
    You are enforcing law... When two freighters started shooting at
    each other... Who's right and who's wrong?
    Talk to both of them, and deep scan both. One of them should have
    heavier weapons. That's the "bully". Beat down his shield and
    capture his ship. Download log from the ship you captured.
    Alternative solution: tow the offender to the starbase.
    No information.
    No information.
    No information
    Pirates have set one freighter to head into the sun while
    attacking other freighters. What do you do?
    Set maximum speed, yellow alert, and chase down the runaway
    freighter, and tow it toward the others under attack. When the
    freighter says it's fixed, lose the tractor and go after the
    pirate. You should be able to destroy it before losing too many
    Your ship's warp engines are acting funny so you shut down for
    repairs. Then a pirate ship came by...
    Start using your shuttles and fighters and so on to hold the
    pirate off. Set T-bombs and use H&R raids, or even capture. Use
    "repair engines" to expedite repairs until your engineer gets it
    all working. Then capture/kill the pirate.
    No information
    No information
    Enemy ships plan to cross the border and destroy you in a
    surprise attack. You will surprise them first with an attack of
    your own...
    You will be fighting FIVE ships, probably CA, 2 CL or DD, and 2
    FF. You are one CA alone. They don't even have their shields up,
    but point defense will be active. You will need to cripple the CA
    quickly. Use EVERY weapon you have, including the probe
    launchers, suicide shuttles, marines, even the regular shuttles
    (that's 1 ph-3 each!) T-bombs, EVERYTHING. Mizia the ships.
    Consider pushing/pulling the ships together so when you blow one
    up the others get damaged. If one comes active, kill that one
    first! Cripple the heaviest ones first. You don't need to kill
    each ship yet. Just cripple each and move on to the next.
    17   Historical Missions
    The historical missions are available under "skirmish" under each
    race's menu. Klingons have the most, then the Feds, and finally,
    the Romulans. Everybody else has the "common" set.
    As you fight your enemy, random black holes started to appear in
    the sector!
    Federation has blockaded one of our planets, and nothing is
    getting through. The outpost will be forced to surrender if they
    run out of supplies. You must run the blockade with your
    destroyer squadron. At least one ship must beam down its supplies
    (get within range 5 of the planet and beam down something), the
    more the better.
    You will be facing 2 CA's, 1 DD, and 1 FF. You only have 3 DD and
    1 FF. Thus, you should NOT fight the Feds, since you WILL lose.
    Instead, tell your other ships to stay put and CLOAK. Then run
    the blockade ONE ship at a time, with YOU personally at the helm.
    You should be able to get through by NOT arming weapons.
    This is your generic "encounter" type battle.
    A monster (space shell - large) was spotted in the system and
    heading toward the planet. Figure out how to defeat it or at
    least divert it from the planet.
    Space shell is very maneuverable (similar to a Klingon ship) and
    its disruptors can punch through a Fed's shields in ONE hit. It
    is also invulnerable to your weapons (at least initially).
    Fortunately, it only travels at speed 13. If you get close, it
    will come after you.
    You have to get close to it, and stay there. Your science officer
    will advise you to make science probes. Go to the COMM panel to
    make one, then shoot a probe at the target. Stay as close as
    possible to the monster, but stay to its REAR so it can't shoot
    at you. Reinforce facing shields and try to stay within range 10,
    and deep scan. You'll get a lot of useless info on the monster,
    and finally, you'll get a way to defeat it. However, the solution
    is random each time. It could be that your weapons now work, or
    use attack probe, or other solutions.
    You in a War Eagle, along with a Commando Eagle and a Klingon D-
    7, will attack the Deep Space Station K-6 (the tribbles station).
    A Federation cruiser appears to be replenishing at the station
    You can either capture or destroy the station. As the CE has only
    1 transporter, it's pointless to ask it to capture the enemy
    station or ship. Instead, just use it as a regular ship. The D-7
    will go after the station, and draw most of the ph-4 fire. Follow
    behind it and pour fire into the station's weakened shields, and
    beam in capture team whenever possible, and tell the CE to do the
    same. You should be able to capture or destroy the station
    without losing the D-7.
    Alternatively, you can go after the Fed CA, along with the CE.
    The D-7 will put up a good fight, weakening the station before
    being destroyed. Destroy or cripple the CA, then go after the
    The infamous scenario... A freighter is disabled and drifted over
    the neutral zone... As you (Fed CC) approach to attempt a rescue,
    3 Klingon cruisers (D-7C's) attack, and you can't rescue the ship
    as your tractor beam doesn't work. What will you do?
    This is the no-win scenario... it's how you play it.
    Your D-7 and 2 D-6's have been ordered to destroy the USS Hood.
    Do NOT allow it to escape.
    The best way to approach this is take control of one of the D-
    6's, and only go yellow alert. Set tractor beam and charge in,
    and "anchor" the Hood, so the other two ships can catch up, and
    blast the Hood.
    Attack the convoy with your War Eagle squadron. Intelligence
    indicates the convoy should be lightly defended.
    Well, when you show up, you find a DREADNOUGHT with the convoy.
    Order the other two WE's to attack the frigate, which should
    charge you. Shoot it and with this many R-torps at it should just
    blow up.
    Download the R to S or G and continue toward the convoy, AVOID
    the DN. Get in front of the freighter and use T-bombs to force it
    to turn and slow. You want to slow it as much as possible.
    Concentrate fire on one at a time to kill it fast. Stay AWAY from
    the DN. Consider let one WE attack the DN to "distract" it. With
    cloak, a DN will take a LONG time to kill a WE. You need to
    destroy at least one freighter, preferably three. Beware, if you
    take too long, reinforcements will arrive in the form of 1 DD and
    2 FF, then you're completely doomed.
    You are a damaged cruiser that must meet a repair freighter (with
    parts) and a hospital ship (to evac the wounded). Enemy ship will
    attack though...
    Charge toward the repair freighter at max speed, EmerDecel when
    you reach range 5 and turn toward the hospital ship. Comm the
    freighter to get the parts. Tell it to disengage, as you head
    toward the other ship. Start repairs on your damage parts. The
    enemy ship should appear now. Same act with the hospital ship,
    EmerDecel, then transfer... And tell it to leave. Turn around to
    engage the enemy ship. Repaired, you should be able to defeat it.
    This is the Romulan version of Kobayashi Maru... with a few
    twists. You are in a BCH (yep, nice ship, with an R-torp no
    less). Your objective is to prevent the freighter from falling
    into enemy hands.
    As you approach the freighter, 3 Fed CC+'s will intercept you.
    They fire on the freighter first, so you have time to get away.
    Do NOT use the tractor on the freighter as you need the tractors
    for drone defense, and if the tractors "burn out" you can only
    use phasers as point defense.
    Then it's a matter of killing CC+ and/or escaping to the
    Pick 3 ships (cruisers or heavier please) and take on an enemy
    base along with its defenders.
    It is best to draw the defenders out away from the base and take
    care of them, THEN repair and THEN take care of the base. It's
    not going anywhere.
    Same as 16.12
    You are ready to test the Neutral Zone... Take the War Eagle and
    take out as many of the border posts (on asteroids) as you can.
    Expect enemy interference. NCC-1701 Enterprise is in the area.
    Charge torpedoes and cloak. The asteroid outposts come in 2
    types: phaser, and drone. The drone type is more dangerous since
    it can burst 4 drones and you only have 1 tractor beam (and
    remember, no tractor when you fade in! ). Arm enveloping
    torpedoes (asteroid has no shields, so the damage is doubled),
    and shoot the outpost, get to range 10 as you can if it's the
    phaser type. Just reinforce the facing shield.
    When you destroy the second one, a freighter will show up. You
    can get to it for item replacements (repair parts mainly).
    When you destroy the third outpost, Enterprise will show up.
    Defeating him will be difficult, but not impossible. In general,
    arm torpedo and move slowly, reinforce rear shields, and hope the
    Enterprise overtakes you. Then decloak behind him and feed him
    the type-R. Cloak immediately and repeat until you toast him.
    Defeating the drone-type asteroid base is tougher, as you must
    start from further away. Your phasers don't recharge fast enough
    to take on the second wave of drones somehow. Just keep shooting
    torpedoes at it from range 20, cloak, recharge, decloak, and
    repeat. Wipe out all the outposts, and you win really big!
    NOTE: This took me a WHOLE HOUR, but I destroyed Enterprise AND
    wiped out all the outposts.
    17.14      THE DUEL (COMMON)
    This is your normal duel scenario, ship vs. ship.
    Enterprise is engaging the Reliant in the Mutara Nebula.
    Enterprise is damaged by a previous surprise attack. Do NOT let
    Khan get away...
    As Kirk, you can insult Khan to goad him into attacking. Get
    behind the Reliant and blast him. Do NOT repair your 2 damaged
    photons. You don't need them, really. Pump power into ECM as you
    don't want those photons to hit. Switch to ECCM when your photons
    are charged, switch back to ECM as you evade. Keep phaser active
    as you must defend against the drone launcher (at least until
    it's destroyed). Lead the Reliant to the border of the sector.
    You should be able to disable it if you move carefully. Then
    either destroy the Reliant or get out of the nebula...
    18   Elite Missions
    In general, the Elite missions should only be attempted when you
    have at least a light cruiser or better. You don't have to accept
    the initial invitation. You just have to spend prestige to join
    18.1  FEDERATION
    Federation special missions deals with missing Organians, and a
    surprise enemy returns... They are quite hard...
    18.1.1    Errand of Curiosity
    Find out what happened to the Organians... Check each and every
    of the listening posts.
    Just deep-scan every one of those outposts, ignore the phasers.
    Then deep-scan the planet. If the Klingon ship attack you (which
    it won't do until later), capture/destroy it, or just disengage.
    18.1.2     Testing Grounds
    Federation is testing a new device on this freighter, make sure
    you protect it.
    Destroy the first group of Orion raiders quickly. A friendly ship
    (NCL?) will show up. Pull the freighter to where it needs to be
    and let your friendly ship keep the Orions off. Drop off the ship
    at where it needs to go, then watch your buddy carefully, as you
    help him take care of the remaining Orions. He'll come after you
    and try to tow the freighter away. CAPTURE that ship.
    18.1.3     Bordering on Insanity
    You are getting reports that Federation ships are attacking
    everybody, driving up tensions all over the Neutral Zone. Find
    out what is going on.
    The "Fed" frigates are attacking the friendly ships (could be any
    of the neighboring races). You have to save both of the
    friendlies if you can, as well as scan the outpost before the
    mission ends. In general, the Romulans can best take care of
    themselves, as they can fire and cloak. Others have hard time
    avoiding the "Fed" frigates, could be FFDs and FFGs. Charge
    toward one, destroy the Fed frigates (or at least destroy one so
    the friendly ship can kill the other), pass by the outpost on the
    way to scan it, then save the other guy.
    18.1.4     Dancing with Myself
    You need to capture the mirror guy's ship, and deliver it to the
    ____... Could be any race, usually Gorn.
    This one can be hard if you equip wrong... The enemy ship is a
    mirror-image of your most recent ship, so you need to get rid of
    the marines and shuttles from that ship. Buy a worthless frigate
    if you must... Strip it of mines, shuttles, and marines.
    You start near the Gorn ship. Ignore it. Head toward the Orion
    base station, and destroy the two ships that fly around. Those
    guys move really fast and are extremely annoying. Once the two
    are gone, your nemesis will enter the system. Capture him, and
    tow him to the accusing ship. Then hail the accusing ship...
    That's it!
    18.1.5     A Nest of Spies
    We located the Orion base that the Imperials use. Take the place
    of an enemy ship, beam infiltration team onboard the "mirror"
    base to steal data, beam them back out, and escape.
    There will be two escorts to the base. Don't let both of them to
    be destroyed or the meeting's off. You will need to destroy some
    Orion ships... Let the Orions destroy one and weaken the other,
    THEN destroy the Orion ship(s). Then head back to base, bash the
    shield, beam in the team, and circle. Enemy ships will come after
    you, so it's best to have a second ship escorting you. When the
    infiltration team is ready, bust down the shield, beam them out,
    and run for it. If you can, destroy the base and the remaining
    escort for more pts.
    18.1.6    Alliances
    Capture Decker's ship and destroy the Imperial fleet.
    Enough said... Capture him and get rid of the rest. You may have
    to take the lead. You'll get plenty of help from other races.
    18.1.7    Any one know what Doomsday this is?
    Mirror Decker has somehow found a wormhole that leads to a
    Planetkiller graveyard. They seem to be trying to get one back
    online. Scan each and every one of those corpses, and kill any
    that came back to life. You may need to "borrow" one of the enemy
    ships to do that...
    Go from your left and scan each dead PK one at a time until you
    find a live one (should be the last one). Capture the cruiser,
    and force it into the PK to kill it. The frigates are easy enough
    to kill.
    18.1.8    Rift Raft
    This freighter has a device that'll send the Imperial fleet back
    into the mirror universe... Can you protect it long enough for it
    to do its job?
    Keep one ship at the freighter while you go forward and bash. Or
    you can slap a tractor on the freighter and PUSH it into position
    even faster. Once the freighter does its job that should be it.
    18.1.9    Armageddon Day
    Somehow, the mirror Decker has amassed his fleet of Planetkillers
    and he's coming after Earth. Our only chance is our experimental
    nova bombs... Drop one in front of every planetkiller you run
    into, AND take care of Decker's DN... And maybe Earth will
    This is a VERY tough mission. Run out there and destroy Decker's
    DN. Then forget your weapons... Go speed 31 yellow alert and feed
    a bomb to each planet killer. Remember, your transporters have
    range 5.99. Use it. The planetkillers are slow (speed 6), but the
    bombs must be dropped with great precision or when it blows,
    it'll take the ship with you, and you only have three ships max
    (and limited number of bombs).
    NOTE: you can get more nova mines from Earth. Beam the nova mines
    out like T-bombs. Drop shields first to grab it.
    18.1.10   Land of the Lost
    The Organians are gone and you've been ordered to investigate
    this system, which has a planet with energy signature very close
    to Organians. Get in there, scan anything unusual, and beware of
    When you get close enough to the phenomenon, "enemy" ships appear
    out of nowhere and start attacking you. Deep scan the phenomenon,
    the ship, AND the planet, and you can leave.
    18.1.11   Fed_Special2.scr / ????
    The Skorr venerates A'lar, and after his death, his soul is being
    shipped to a planet where it will be permanently kept. If the
    soul was lost, the Skorr may go crazy... So don't lose it...
    As you may imagine, a Klingon ship attacks you quickly.
    You have two approaches... Turn and fight the Klingon, or shove
    the freighter out of the way. Or you can combine both...
    18.1.12   Fed_Special3.scr / ???
    That energy field you scanned was an escaped being from a black
    hole. He kept there by the Organians for a reason. You will need
    to put him back somehow. The Mandoss system onboard this
    freighter will do it... What you need to do is get the freighter
    into the energy field and activate the device, thus capturing
    this escapee, then shove the freighter into the blackhole.
    As you can imagine, this escapee is not happy at all, and he'll
    "make" all sorts of ships to attack you. Shove the freighter into
    the field, then shove the freighter into the blackhole, while you
    keep the enemy ships away.
    18.2  ROMULANS
    Romulans have two elite organizations: the Tal'Priex (Praetorian
    Guard) or Tal'Shiar (Secret Service). Tal'Shiar usually has a
    second agenda in everything...
    18.2.1    Four Funerals and a Wedding
    Oselia of House Coriann is getting married to General Aselius.
    Tal'Preix: you will escort the freighter to the destination. It
    must arrive safely.
    Tal'Shiar: you will convince the freighter to go to a different
    planet... As our other squadron do a bit of distraction...
    18.2.2    Medicine Jar
    Traveler's Disease is sweeping through the empire.
    Tal'Preix: Ship experimental medicine to ____ planet, and don't
    let a couple rebels stop you.
    Tal'Shiar: Get the medicine to one of the ships that is...
    friendlier to the Tal'Shiar.
    18.2.3    Yellow Flag
    A fleet of ships full of plague victims is heading toward
    Romulus, hoping for treatment.
    Tal'Preix: do NOT allow the ships to leave this sector OR to
    reach Romulus. Disable the ships if necessary.
    Tal'Shiar: convince the ships that Immelask has better treatment,
    do NOT allow ships to reach Romulus
    18.2.4    Howdy, neighbor!
    Times are desperate, as we must learn more about the Traveller's
    Disease. You have permission to raid one of our neighbor's border
    station for any info you may find. You are assigned another
    Tal'Preix: Also try to keep the other ship alive.
    Tal'Shiar: See if you can get the other ship killed... Without
    doing it yourself.
    Keeping the other ship alive is nearly impossible. The enemy
    ships won't attack you unless you attack first. So... Send the
    other guy in (let him get ahead of you), then let him soak up the
    phasers. THEN you charge in, drop the enemy shield, and beam in
    the marines. Cloak if you need to. Capture the station, hold it
    for X seconds, then RUN for it.
    18.2.5    Scan and Scram
    Rumors points to Orions as source of the plague. You will scan a
    nearby Orion base. The "other" organization has asked to
    accompany you on your trip.
    Tal'Preix: Deep scan the base and leave.
    Tal'Shiar: Deep scan the base, AND drop a black box on the base
    as well. Don't ask what's in the box.
    18.2.6    Orion Must be Destroyed
    Your taskforce has been ordered to destroy the main Orion base in
    the sector, as the evidence seems to be quite clear.
    Tal'Preix: just do it
    Tal'Shiar: do that, and scan Dominatus, a ship in your fleet. It
    has funny readings...
    18.2.7    Sheriff
    Travelling at warp speed can slow traveler's disease. However,
    people, upon hearing this, are fighting for every ship that can
    travel at warp speed, and anarchy is the result. Our ship has
    received vessels to restore order and rescue any victims.
    You will see life pods all over the place. Beam the people
    onboard as fast as you can, destroy the ships that attack other
    18.2.8    Secret of Romulan Fury
    Tal'shiar: You've been tasked with a special mission... Transport
    a package to Vulcan.
    Tal'Priex: You must prevent the Tal'Shiar from dropping
    Traveller's Disease on Vulcan, our ancient homeworld.
    You'll see a Federation starbase with various Federation ships.
    They will shoot at both ships if in range.
    As the Tal'Shiar, cloak and run past everybody, keep your
    distance from the SB (those ph-4's can KILL you, even under
    cloak!), and when you get close enough, drop decoy for ECM, max
    ECM, and RUN for the planet!
    As the Tal'Priex, the Tal'Shiar will probably cloak. Get close
    and sit on its rear, and keep shooting phasers at its rear, while
    you have enveloping torps armed. When he uncloaks, nail him with
    your torpedoes, H&R raids on the torpedoes, follow up with
    suicide shuttles.
    18.2.9    War of the Tals
    Ah, the grand finale... This one is fun.
    Tal'Priex:  The Romulan Tal'Shiar leader said he created the
    Traveller's Disease, and unless he's declared Praetor he'll drop
    the improved version on Romulus. DESTROY HIM!
    He'll show up in a Condor. Let other ships take the lead, and you
    beat down weakened shields and beam in boarding parties to
    capture. Once he's captured you win.
    Tal'Shiar: Lead the Tal'Shiar fleet to victory and help vice
    consul Tuvius become praetor, and you will be remembered as a
    You get a Condor and a few lighter ships. Tal'Priex has many
    different cruisers, including even some War Eagles. Stay out and
    nail the enemy one at a time, and they should surrender when you
    get close enough.
    18.2.10   Rom_Special1.scr / If at First You don't Succeed...
    The planet needs a shipment of hitherium. Escort this freighter
    and defeat the Orions.
    As you can expect, nothing is really as it seems...
    18.2.11   Rom_Special2.scr / Going, going, gone...
    The Orion pirates have captured a ship full of dilithium
    crystals. Retake the freighter and get it out of the system.
    18.2.12   Rom_Special3.scr / A Dish Best Served Cold (?)
    18.3  KLINGONS
    18.3.1    Expedition to Organia
    Investigate the energy phenomenon at Organia...
    When you get there, deep scan the energy rift, then launch a
    probe. You'll take damage. Talk to the Fed, and exchange data.
    Then destroy that 'third' ship that shows up.
    18.3.2    A Hole in Time and Space, Part 1
    You must capture one of the two Lyran ships for part 2 of the
    Should be pretty simple... Just capture one of the CL's that show
    up, and destroy the other one.
    18.3.3    A Hole in Time and Space, Part 2
    Escort this suicide freighter in with the captured Lyran ship.
    The freighter must crash into the base, and you must escape.
    This mission is pretty f***ing impossible. Don't bother with
    weapons... Just go yellow alert, and dump all energy into speed.
    Drop mines to confuse enemies, but remember, your supply is very
    limited. Try to "draw off" the enemies so they chase after you.
    The freighter can survive a few ph-4 shots from the base, but it
    won't survive if the enemy ships also chase it. Keep your speed
    up and try to go for the wormhole as soon as the base blows up.
    18.3.4    Paradise by Disruptor Light
    A destroyer squadron had vanished. Few days ago, they reappeared
    and raided one of our bases. You will follow them through the
    wormhole and determine why they mutinied and deal with them.
    You start in a system with a single planet. The rebel ships call
    it "paradise" and they beam you a message. Destroy/capture all
    rebel ships, then keep hitting the planet until the colony is
    destroyed, and you can go home.
    18.3.5    Cloak of Night
    The Black Fleet needs you to go check our enemies testing anti-
    cloak technology. Destroy their prototype, and any escorts. This
    can be any of your neighboring races (I got Lyrans or Feds).
    You get a small escort ship. Just as you approach the enemy, the
    escort broadcast your position! Go back and capture it (don't
    destroy it)! The freighter must be scanned first before
    destroyed. Just destroy the escorts, then nail the freighter.
    18.3.6    That Which Must Die
    Go through the wormhole, and destroy the Tribbles...
    This is NOT a fun mission... if you don't bring at least 2
    cruisers (3 preferred), you'll have a tough time cracking the
    After you go through, ships (Orion and Fed) start coming after
    you, mainly DD's and CL's. You also need to locate and capture
    the "zoology" ship (scan each one, as usual, maybe a freighter?).
    Scan each and destroy them if not your special target. You head
    around the planet, and you see the station... It's got ph-4's.
    It's best to use a D-7L or D-7G and capture it, as you'll get
    pounded into pieces if you fight it. When all has been captured
    or destroyed, keep hitting the planet until your science officer
    said "no life remains". Then you can go home.
    18.3.7    The Devil You know
    The "mirror" universe "Empire" has sent a representative to meet
    with us. See what they have to offer.
    When you show up, you see the Fed-CADR (ISS Apollo) in the
    asteroid field. In the distance is a planet killer (PK). Go
    through the asteroid field, stay outside once you're on the other
    side. Two Fed ships will approach (the real Feds). Destroy them.
    The ISS ship then insults you, and activates the PK. Capture that
    ship, then use it to destroy the PK, and you can go home.
    18.3.8    Vanishing Act, part 1
    You must scan the different rifts and locate the missing
    shipyards, and go through the rift if necessary.
    Scan the fractures one at a time. You can't lock onto them until
    you're within range 100, so just fly toward it. Two Orion CA's
    will stalk you. Destroy them when they approach. Scan each rift
    going counter-clockwise. That "last" one should be the right one.
    Go through onto part 2.
    18.3.9    Vanishing Act, part 2
    You're arrived at this system... Where Klingons have already
    destroyed this psionic race a long time ago... So, what's the
    The few ships in the system are not really worth your trouble,
    just swat them aside. Get close to the planet and scan it.
    Science officer said you'll need to get closer. When you get to
    range 15, you'll get a psychic message. Destroy ALL the defense
    platforms. (Again, easiest way is to beam one marine onboard).
    Save your ammo and destroy the drydocks with phasers only (it'll
    take a while). Phaser all the dead bodies in space as well
    (optional). Feel free to blast the planet a bit (you can't
    destroy it), but the main thing is shipyards. Once all the
    platforms and shipyards are gone, you can go home.
    18.3.10   We are the dead
    You must capture Dr. Kraa, who has done psionic research and has
    escaped through one of the wormholes.
    You'll see this planet and a bunch of weak cruisers (NCT's and
    DWs and such), Klingon, Hydrans, and Fed, but there is this ONE
    Gorn ship that's good. Blast everybody else (they don't fly that
    fast), then capture the Gorn ship, and that's it. Scanning should
    tell you which one has Kraa and which one does not.
    18.3.11   Praxis
    The grand finale... The enemy that controls the psychic powers
    has traveled to Praxis via wormhole and taken it over. You must
    first drop a psychic disruptor on Praxis to halt the weapons
    production, and second, destroy ALL the enemy ships in the
    This is best done with a missile ship. I did it in a D6DB, after
    losing both my D7D and my D7L right at the beginning.
    This will be tough, as right at the beginning, the bases turn on
    you! Just fly at maximum speed and get out of range. You may lose
    one or two ships immediately.
    Continue to Praxis, maximum speed, and drop the disruptor on the
    moon, and then curve out of the way of the cruisers near the
    moon. Kill the Hydran light cruisers that come after you. Those
    Hydran fighters from those CL's are DEADLY (Stinger 3's). Kill
    the fighters first, THEN swarm the ships with drones. The heavy
    cruisers around the moon will come, but they don't defend against
    drone swarms too well. Use scatter pack and drone swarm on them.
    If you run out, do a close approach on Praxis (range 3 or so) and
    you should get resupplied if you beam up items from it. Then
    proceed to wipe out all enemy ships. When the last ship die, you
    18.3.12   Scavenger
    You are to reclaim the ship remains from recent battles, beware
    of interference. If you see them, H&R it to "tag" with a tracking
    device. Destroy those you can't tag.
    You see the hulk of three ships in the distance, and three enemy
    ships (frigates or destroyers). Scan the enemy ships, and your
    science offer will say those seem like odd hybrids of Lyran and
    other technologies. They mention something about Usurper.
    Set H&R on any and/or all of them. They don't even need to
    escape. Once H&R is done, you can destroy the ships. Then scan
    the three hulks. On two of them the science officer will tell you
    that it's not worth saving. The third one, tow it to the border.
    18.3.13   That's not a mission, that's suicide!
    You are to scan the three protostars for a beacon. This is the
    "great burning zone", a huge radiation belt. No one has survived
    (that we know of), but those hybrids definitely came from here.
    Your special ship has no weapons... But it'll survive the
    radiation zone.
    Scan all three protostars. You can fly really close to each one.
    There are dust fields between the asteroids, and at least two
    space shells come after you. Avoid the dust fields, and just fly
    to each protostar and scan. See if you can get the space shell to
    crash into an asteroid... Once all three are scanned, you get an
    exit vector, so leave...
    18.3.14   Yardarms
    You get a C-9 and 2 other ships for this special mission... Get
    into the WYN territory, and destroy their shipyards and escorts.
    Get in there, and blast the few Orion LRs and such, then wipe out
    the 2 drydocks. Once you done that, you can leave, or you can try
    to take out the Hydran cruiser coming in as reinforcement.
    18.4  HYDRANS
    Hydrans have three "elite" organizations: the Keepership
    ("preserves" monsters), Beast-Hunters (kills monsters), and
    Sacred Beast (let no one desecrate the monsters).
    18.4.1    Midwife
    Drive off the beast hunters and rescue the young space shells.
    Head toward the nearest freighter. Drop off your fighters and
    send them along with your wingmen, if any, to attack the NEXT
    nearest freighter. Destroy or capture all of the freighters as
    you don't want them to tow the space shells away. Then tow each
    of them back to the asteroid field to finish.
    18.4.2    Fait Accompli
    You need to protect the containment field generators against
    Just destroy all of the enemy ships that show up. There is no
    need to physically repair the posts, but if would be nice if you
    do so.
    18.4.3    Eye of the Storm
    The Klingon listening post is in an electrical storm. Capture it,
    download its information, and leave! Expect reinforcements and
    NOTE: you'll take random damage in the electrical storm.
    Keep a good supply of spare parts ready, as there will be plenty
    of damage. The single ship protecting the outpost cannot even
    slow you down. Just capture the outpost as you fly by. Enemy
    reinforcement will be strong, so just disengage after you got the
    18.4.4    Final Voyage
    An old Sunglider (monster) wants to kill himself by flying into
    the sun. Fulfill his wish. Do NOT let him be killed by other
    You'll see two factions of Hydrans... The Beast Worshippers, and
    the Beast Hunters. The Beast Hunters want to kill the monster,
    while the Beast Worshippers want to kill you (and any one who
    threatens the monsters). You... Just kill both sides and let
    whatever Hydran deities sort them out. Do it quickly as the sun-
    glider cannot take too much damage.
    Alternate approach: tractor the sun-glider and SHOVE it toward
    the sun at top speed, and use fighters and T-bombs to keep the
    enemies off your tail.
    18.4.5    You are IT!
    Transport bio-monitoring packages onto young astrominers
    (monsters). There are always complications...
    As expected, a bunch of beast hunters show up to spoil the party.
    Destroy them and/or capture them, while you target each astro-
    miner and beam the package onboard each one. The last one may
    speak to you... Talk to it and get some bonus points.
    18.4.6    Dragon's Breath Part 1
    Hydran base in _____ has came under surprise attack, and no
    forces will reach it in time. The only hope is to recruit one of
    the Star-beasts and hope it will lead its fellows into joining
    you in taking care of the problem. However, you must first FIND
    the one that will speak...
    18.4.7    Dragon's Breath Part 2
    Continuation of the previous mission, where you will actually
    beat back the attack.
    18.4.8    Endangered Species
    The Beast-cult have seized control of the base and the planet.
    Take this transport, and retake the system. Do so without
    bloodshed if possible.
    Talk to the ships with NO weapons armed, and convince them to
    listen, that the star-beasts joined you of their own free will.
    They'll tell you to go to an asteroid and summon another star-
    beast and talk to it, and thus, you must pass this "test". If you
    18.4.9    Beast Unknown
    A wormhole has opened into enemy system ______. We are raiding
    one of their "observatories". Get as much information from the
    station as possible.
    You will encounter a star-beast there, trapped by mines. Sweep
    the mines, and "rescue" the star-beast.
    18.4.10   Trophies
    A group of space shells are gathering in a nebula, reasons
    unknown. As expected, beast hunters are on the move... Protect
    the space shells, destroy the beast hunters.
    Destroy the enemy ships, and deep-scan the star. Your science
    officer should say something about the space is "singing". Try
    hailing the monsters... After that, deep scan the planet too and
    you should win.
    18.4.11   The Abyss Stares Back
    It's time to return the beasts to their preserves. Knock the
    beasts unconscious so they can be tractored back behind the
    Nothing is ever THAT simple... Expect a black hole in the system,
    among other things... It's time to make a choice...
    18.5  GORNS
    The Gorns have three "elite" organizations... King's Fleet,
    Defenders of the Egg, and Guardians Errant. Depending on which
    faction you belong to, some of the missions can be quite
    The early Gorn missions should probably be done in a DDL. It is
    MUCH more powerful than FF, yet the randomly generated enemies
    usually fall into the FF range. Later you can add CC's and other
    heavier ships.
    18.5.1     Gor_1ASign.scr / A Sign of the Times
    Deliver medicine to Igorash I. Should be simple, but almost never
    Run to the planet at top speed, hail when in range, beam down
    medicine when in range. An Orion ship should have followed you
    in. Destroy/capture it.
    Two or three more Gorn ships will enter the system. Hail all of
    them. Do NOT attack the one that talks back. That's Commander
    Golash. Destroy the other ship(s).Golash will attack the planet
    and ignore you.  Catch up to him and tractor him away from the
    planet. He will challenge you personally to HTH (hand to hand)
    combat on Igorash II. Slap a tractor on him and PULL him to the
    other planet as he moves slowly (speed 8) and you don't want the
    planet destroyed. If he challenges you again, accept again.
    Once there, beam down the boarding party (in the transport
    screen), and in a minute, you're done...
    VERIFIED 06/13/2003
    18.5.2    Picking the Bones.
    We're going after that traitor's clan. Take the marine transport
    and capture the weapon caches on the asteroids and the base (i.e.
    capture the asteroid base and the base station).
    NOTE: Make sure you have plenty of marines yourself for all the
    Capture/destroy the fleeing Orion ship, and the approaching Gorn
    The quickest way to take out the defense platforms is to knock
    down one shield and beam a single boarding party onboard. As it's
    undefended, it blows up when captured.
    Capture the asteroids AND the base. You will probably need to
    take manual command of each ship as you beam down more guys. You
    will need plenty of marines on your ships, so protect that
    commando ship you got! Use "disable" fire to kill enemy boarding
    parties. You need to capture EVERYTHING for a good score.
    VERIFIED 06/13/2003
    18.5.3    Bright Colony, Full of Flame
    Destroy the enemy colony.
    This mission is simple... Destroy the enemy colony. Destroy the
    escorting ships as well. The enemy governor may offer to trade
    some information. Accept his offer, and blast him any way.
    18.5.4    Green Eggs and Empire
    Escort the VIP eggs to be blessed.
    When the mission starts, your ship will suddenly take damage and
    your escorts (2 BBs) will blow up (sabotage), and the freighter
    accelerates to meet some pirates!
    Repair tractors and transporters ASAP, chase down the freighter
    (it's only going speed 12) and slap a tractor on the freighter,
    then PULL it toward the planet, compensating for its thrust as
    well. Go maximum speed. The Orion ships are pretty far away.
    Recapture the freighter when you can, continue to tow it back to
    the planet. When Orions are close, start dropping T-bombs. When
    you get close to the planet (say, range 50), head back out and
    defeat the Orion ships (watch out, one of them is a missile
    ship). Once that's done, you can leave the map to finish the
    18.5.5    Gor_5HatchingAScheme.scr / Hatching a Scheme
    The Queen Mother is having an illicit meeting with an Orion
    Depending on which Gorn faction you're with, the mission differs
    quite a bit.
    As King's Guard, you need to take Queen Mother into protective
    custody, and destroy the Orions.
    As Defender of the Egg, you do whatever Queen Mother says, which
    is rescue her and escape the map.
    As Guardians Errant, setup listening devices to keep track of
    everybody. If the mission goes bust, destroy any Orion ships you
    see (as many as you can) and don't destroy any Gorn ships or
    allow any to be destroyed.
    18.5.6    Wooden Starships, Iron Men
    Again, the objectives depend on which faction you are with, but
    essentially it's fight all comers.
    King's Men: destroy shipyards and any one who resist
    Defenders: destroy shipyard and King's Men
    Guardians: defend shipyards
    No further information at this time.
    18.5.7    All the King's Starships
    Scan Orion base for stolen eggs, then call your reinforcements to
    destroy the base.
    You can't recover the eggs via transporter as you're in a nebula,
    so just deep scan the base, then run back to the fleet (you can't
    talk to them, too much interference). Bring them in and destroy
    everybody. Consider charging defensive (shotgun) torpedoes.
    18.5.8    Muddy Waters
    In order to locate the missing eggs, you must... "borrow" Harry
    Mudd from a Federation penal colony.
    You need to capture the base to turn off the shields, THEN you
    can deep scan and locate Harry Mudd. Beam him up, and a
    Federation ship will try to stop you. Capture/destroy/disengage.
    18.5.9    The Egg and Why
    Still trying to rescue those eggs.
    Capture the freighter heading toward the planet. They'll give you
    the password. Control your freighter and fly it in. Tell the
    other ships to stay behind.
    The Orions should ignore you as the freighter. Scan the planet
    and you'll locate the eggs. Beam down the combat team and rescue
    the eggs. Beam them back up, and run for your fleet. Tell your
    fleet to "escort" you as well, and run for map's edge. However,
    stop at the edge. You'll get two more messages: 1) some eggs are
    missing, and 2) "Great Father" said the eggs are his. Now you can
    run across the border.
    18.5.10   The Gorn Navy vs. The Great Father
    You are going to take on the Great Father... giant Space shell
    Qezl. Guess there's something to those old myths after all.
    Don't destroy the smaller space shells as you'll just get MORE of
    them. Fly past them and scan the planet, and you'll see a
    forcefield. Qezl is getting energy from somewhere else... Go scan
    the moon and destroy the generators... Qezl should now be
    beatable. Destroy him, go back to planet, beam down the team,
    save the eggs, destroy remaining space shells, and go home.
    18.6  LYRANS
    Lyrans have three elite organizations: Red Claw, Iron Fang, and
    Mountain Watchers.
    18.6.1    A Cold Quiet Place
    We have lost communication with planet []. Go there and find out
    what's going on.
    When you get there, you see some Orion ships. Take them out, and
    scan the planet. You'll see it's half out of phase. Then you can
    go home.
    18.6.2    Lifeline
    Clan White Edge is not exchanging the technology it is obliged
    to. We'll take it by force. Your "cousin" will join you as the
    other prong of attack.
    As you start your attack, your "cousin" betrays you and radios in
    your location. He then joins the enemies in attacking you! Deal
    with the traitor when you can (capture it is preferred). Scan
    both the platform and the planet. Then leave.
    18.6.3    Scum of the Universe
    Enter the nebula, and make contact with the Informant. Others
    (Orions / Klingons) may try something. Get the information and
    get out. This is in a nebula. Oh, and take out that listening
    post on the way out. (Depends on your clan affiliation)
    Orions and Klingons will attack this freighter you're meeting.
    Hail the freighter, destroy Klingons and Orions, and the
    listening post (scan it first). The freighter must escape.
    18.6.4    The Plot Thickens
    The Orions seem to be colluding with one of the Clans. We will
    gather that evidence. Go to system [], scan this asteroid (which
    has one of our sensor probes on it), download the data, and
    As you expect, this was a trap. There was no data. However, you
    can destroy the enemies and scan the station and the planet for
    the data. You must escape.
    18.6.5    Challenge
    Your cousin has challenged you for an ancient heirloom. Take one
    of your ships, destroy as many of the 16 mine controllers (they
    look like LPs) in the system. Who gets the most kills wins the
    He shows up in a heavier ship than yours. Just approach each mine
    controller and beam four boarding parties onboard each one. As
    there's only 2 defenders, you will capture it, and thus can keep
    the speed up. About half way through the course, and squadron of
    1 DD and 2 FF will chase you. Fly around obstacles to spread them
    out, and take care of them one at a time. Then capture or destroy
    the LP's. Do NOT attack your cousin. When all are captured or
    destroyed, just leave the map.
    18.6.6    Reemergence
    The planet has reemerged from that phased ... "phase". it has
    refused ships from other clans, though supply ships are allowed
    through. Get in there, scan *ALL* the listening posts to download
    their information.
    A FLEET of ships will chase you all over. First a CA comes in,
    then some CL's and MP's. Just get within range 15 and activate
    the deep scanner. You don't even need to fully charge it. Then
    continue to the next one.
    18.6.7    The Whole Kitten Kaboodle
    Engineer Zarr is offering his services to the most "fitting"
    Clan. Go there, represent our clan, and see what you can do to
    win Zarr's services without shooting someone else.
    When you get there, Zarr order you to fight each other... The
    last man standing is the winner. Then Mountain Watcher Clan shows
    up with a DN... Basically, kill everybody else without being
    killed. Last man standing is the winner. Unite and smite the DN
    first, let someone else take the lead. THEN kill the survivors.
    This one is VERY tough, and NOT recommended without several CA's
    or BCH's.
    Tractoring Zarr off the map is NOT a valid solution. While it is
    possible, it does NOT give you the expected outcome.
    18.6.8    Strike First, Strike Hard
    The Mountain Watcher clan must be stopped. Its treachery has
    affected all of us. The three clans have joined together to take
    on the MW base. Destroy the base.
    As you can expect, nothing is as it seems. The Mountain Watcher
    Clan gets some SERIOUS reinforcements... and it becomes a
    desperate fight to survive...
    18.6.9    Broken Toys
     The Mountain Watcher clan seems to be building a subspace phased
    shield around the planet, which will make them nearly impervious
    from attack. Fortunately, the freighters bringing parts for the
    project is vulnerable. Destroy the freighters and the defense
    platforms (depending on which clan you're with).
    No further information at this time.
    19   SFC ships
    Each empire has multiple classes of ships, from freighters to
    frigates, from destroyers to dreadnoughts. Keep in mind that a
    lot of the ship names and abbreviations are derived from the
    ship's class name, instead of the overall classification of the
    The civilian / auxiliary ship classifications are
      *    Small Freighters (all freighters are F)
      *    Large Freighters (all freighters are F)
    The warship classifications, from smallest to largest, are
      *    Fighters / Attack-Shuttles [Not counted separately, but as
         part of a CV carrier]
      *    Police Corvette (POL) [Counts as FF]
      *    Frigates (FF)
      *    War Destroyer (DW) [Counts as DD]
      *    Destroyer (DD)
      *    Light Cruiser (CL)
      *    War Cruiser (CW) [Counts as CA or CL]
      *    Heavy Cruiser (CA)
      *    Battlecruiser (BC/BCH) [Counts as CA]
      *    Dreadnought (DN)
      *    Battleship (BB) [Counts as DN]
      *    Carriers (CV) [see note below]
    In general, police corvette have 1 heavy weapon, frigates have 2,
    destroyers have 3-4, cruisers have 4, dreadnoughts have 6, and
    battleships have 10 (8 fore, 2 aft)
    Only Hydrans operate carriers in SFC, and Hydran carriers are not
    pure carriers... Most ships carries a few fighters as a part of
    its design, instead of a purpose-built fighter-carrier that most
    other races use.
    19.2  FREIGHTERS
    That is discussed in the next section, in 18.
    In wartime, the smaller ships are easier to build as their
    stardocks are easier to build. The larger ship hulls are needed
    for certain specialized variants. When the losses start to mount,
    shipyards must somehow increase production of larger ships. Thus,
    the "war destroyers" and "war cruisers" are born.
    A "war destroyer" is basically a frigate expanded to have the
    power and weapons of a destroyer. It has less overall volume than
    a destroyer, but can be built in a frigate shipyard.
    A "war cruiser", similarly, is a destroyer or light cruiser built-
    up to full cruiser, but can be built in destroyer/light-cruiser
    Each race has its own solutions to the wartime construction
    problem. For example, the Federation did not have a "war
    cruiser". Its "new light cruiser" (NCL) design, using some of
    destroyer's parts, essentially served as that design. The
    Federation also had a competition between the FFB (battle
    frigate) and the DW (war destroyer) and the DW was ultimately
    There are many other variants to each class. Some races chose to
    build "leader" version of certain classes to act as 'squadron
    leaders' when operating in a group. For example, a squadron of
    Klingon F-5 frigates will be lead by a F-5L. For a list of
    variants, see 17.5.
    A battlecruiser is essentially a ship with the maximum amount of
    firepower one can pack onto a cruiser hull, often approaching
    DN's firepower, but can be built in a regular cruiser shipyard.
    Eventually no more dreadnoughts were made. They have been
    replaced by battlecruisers.
    Carriers are special ships that carry smaller specialized vessels
    into battle, usually fighters. Only Hydrans operate "carriers" in
    SFC, and those are hybrid carriers, not true carriers.
    Fighters are basically armed shuttles that carry drones and
    perhaps some pre-charged heavy weapons. Each 'squadron' is
    launched together and can be ordered to attack target or defend
    19.5  VARIANTS
    All races operate multiple variants of ships. In general, the
    most of a specific type that race builds, the more likely
    different variants will be produced.
    For example, a destroyer can be built as normal, drone, battle
    (heavy), escort, commando, and more.
    In general, the cruiser has the most variants.
    Here are some common suffixes used to denote the variants
    A      Aegis, a variant of Escort
    B      Battle (extra heavy), EX: FFB = battle frigate, almost a
    C      Command, has flag bridge, slightly more weapons, EX: CC =
    command cruiser
    D      Drone, lots of drone launchers, EX: NCD (new drone
    cruiser, drone version of NCL)
    E      Escort, phaser heavy, few/no heavy weapons, EX: DDE =
    destroyer escort
    G      Commando (all except Federation), Guided/G-Rack refit
    H      Heavy, EX: DNH = heavy dreadnought
    L      Light or Leader
    R      Survey
    T      Transport (very rare)
    V      Carrier, carries fighter-shuttles
    The Feds chose to use a C PREFIX for their commando ships.
    NOTE: Only Hydrans use fighters in SFC, and their designation is
    an abbreviation of the ship class, and has nothing to do with the
    common ship classes explained above.
    The police corvettes are the smallest standalone vessels operated
    by a fleet. Sometimes, they are just called "police ships".
    Klingons prefer the term "gunboats". They may lack heavy weapons
    altogether, though some may have a single heavy weapon. They can
    barely deter a light pirate vessel. Don't expect one to survive
    in a real battle.
    Think of them as SMALL frigates.
    Some races built police flagships (leaders).
    19.7  FRIGATES (FF)
    In general, frigates are very weak, and tend to blow up quickly
    in presence of cruisers or larger ships. Cruisers with high
    crunch power can blow up a frigate in a single alpha strike.
    Frigates are in perpetual need of power because their available
    power is quite small and any further use of power requires a
    large decrease in speed. To get an extra point of power, a
    cruiser slow by 1 (movement cost of 1), while a frigate need to
    slow by 3 (movement cost of 0.33).
    A frigate usually has only a single heavy weapon. If there are
    several sizes of the weapon, a frigate would have the smallest
    one (with lowest effective range).
    With little power available, ECM, overload, and so on require
    very careful consideration. EM is more efficient than ECM in most
    Fighting with frigates requires a LOT of maneuvers, as neither
    side can deal a "killing" blow.
    When you fly frigates, you want the ones with the LEAST energy
    usage. The drone frigates are probably the best. With a scatter-
    pack you have the potential to kill larger ships.
    For those frigates with low crunch power, use your maneuvers and
    keep your range open. You need to play like a Klingon to survive.
    19.8  WAR DESTROYER (DW)
    A war destroyer is a frigate built-up to destroyer capability. It
    is basically a destroyer missing a few parts. It has 2 heavy
    weapons and movement cost of 0.5 like a destroyer.
    19.9  DESTROYER (DD)
    Destroyer, being the next size up, has slightly less of the power
    problem. However, it can still be quite acute. It loses 2 in
    speed for every point of power (movement cost of 0.5).
    In general, destroyers have two heavy weapons. There are some
    exceptions (the Fed DD had four photons, just like the Fed CA,
    but no power to arm them. The DDG fixed that).
    Destroyers have enough power to start using EW and shield
    reinforcements sparingly.
    A large or heavy destroyer is VERY close in size and capability
    to a light cruiser. So much so, some navies chose not to build
    light cruisers.
    Destroyers still relies on maneuver, but a bit less than
    19.10      LIGHT CRUISER (CL)
    In general, light cruisers have 3 or 4 heavy weapons like a CA,
    but have less shields, phasers, and other equipment. Some CL's
    have movement cost of 1 just like a CA.
    Most CL's have only forward facing weapons. There are one or two
    exceptions: the Fed Miranda-class cruiser has a rear-facing
    photon torpedo. (This is to fit in with the USS Reliant in the
    movie Star Trek II: The Wrath of Khan)
    Cruisers have power to spare for EW, but not that much in a CL.
    19.11      WAR CRUISER (CW)
    A war cruiser is a destroyer or light cruiser built-up to full
    cruiser firepower. It would have 4 heavy weapons and movement
    cost of 1, but slightly fewer weapons than a full cruiser. In
    general it should "drive" just like a cruiser.
    19.12      HEAVY CRUISER (CA)
    A heavy cruiser usually has 4 heavy weapons, and movement cost of
    1. There are some exceptions like the Klingon D-7T, which has 5
    photon torpedoes (yes, photons).
    A heavy cruiser is your average ship and can use all the tactics
    discussed. Power can be a little tight in certain situations.
    CA/CW should have some power left over to be able to move at
    decent speed (24 or higher) and arm all weapons.
    19.13      BATTLECRUISER (BCH)
    A battlecruiser has 6 heavy weapons like the dreadnought, but
    still has movement cost of 1. They eventually replaced the
    dreadnought on the production line.
    BCH is a bit tight on power as losing speed here doesn't yield as
    much power as it would on a DN, while it has all those DN-class
    weapons to charge. That's why the Feds build all the different
    variations on the BCH trying to come up with a design that
    doesn't suck up too much power.
    Consider disabling one or two of the heavy weapons after the
    initial pass so you get more power to maneuver. That way, the BCH
    should fly just like a cruiser with a few extra weapons.
    19.14      DREADNOUGHT (DN)
    A dreadnought has 6 heavy weapons, and movement cost of 1.5.
    A DN usually has globs of power to spare. By reducing speed by 1,
    a DN can spare 1.5 pts of power. A DN should exploit this by
    charging those energy-intensive systems like tractors, ECM, and
    so on.
    A DN's maneuverability is pretty bad, and it can't make an HET
    safely, so you probably shouldn't. Instead, use your superior
    firepower to pound smaller ships into scrap. You can probably
    kill a frigate in a single pass. You have enough transporters to
    capture small ships in one pass also.
    There are also DNH (heavy dreadnought) and DNL (light
    dreadnought) variants.
    19.15      BATTLESHIP (BB)
    A battleship has 10 heavy weapons (8 fore, 2 aft) and movement
    cost of 2. Some may carry fighters for additional firepower.
    Even bigger than the DN, a BB have a lot of power to spare, and
    extremely heavy shields. Of course, it also turns like a pig.
    Every point reduced in speed spares 2 pts of power, and that's a
    lot. Requires a LOT of crunch power to get through one of those
    shields. However, it CAN be killed given a bit of patience and
    sufficient firepower.
    Don't even THINK about using an HET in a BB. Instead, use your
    superior firepower to kill ONE enemy ship at a time, esp. those
    that can get past your shields (and frigates/destroyers probably
    Battleships are vulnerable to seeking weapons such as scatter-
    packs and plasma torpedoes due to their high crunch power. Be
    ready with those defenses.
    20   Freighters
    Every race has freighters, and some has more models than others.
    The freighters essentially fall into 3 sizes: small, medium, and
    large. They also falls into several types: civilian, military, Q-
    ships, and auxiliary naval.
    The civilian freighters are very lightly armed. Most carry one Ph-
    2, maybe some Ph-3's. Some may carry ADD for drone defense. The
    refitted versions get an extra weapon or two, but are still very
    lightly armed.
    The military "armed" freighters have slightly heavier shielding
    than the civilian versions, with a few more weapons, but are
    still very weak.
    Q-Ships are basically freighters converted to warships. They look
    just like a freighter, until you get a closer scan. They also get
    slightly heavier shielding. However, they are still quite weak
    and have lousy acceleration just like a freighter.
    Historical note: The idea originated in World War I, when the
    German U-boats ruled the seas. At that time, it was customary for
    a warship to demand the surrender of a merchant vessel. An U-Boat
    must surface to demand the surrender of the merchant. The British
    introduced the Q-ship, which is a normal merchant with hidden
    guns on the deck. When the U-Boat surfaces and is in range, the Q-
    ship will engage the submarine. Q-ship has only ONE chance... It
    either sinks the sub right there, or it will die from torpedoes.
    After multiple losses to Q-ships, Germans simply sank the ships
    without warning. This is known as "unrestricted submarine
    In a scenario, most freighters will not exceed speed 10 or 15,
    except Q-ships. However, this is not always true.
    20.1  FEDERATION
    The Feds have a full range of freighters. The "merchant" ships
    are civilian-owned. Starfleet owns others.
    Only the Q ships carry photon torpedoes. Others rely on phasers
    and drones.
    Everybody else operate freighters like the Feds... Just less
    special variants. The only difference would be in armament.
    Hydrans would have Fusion- and phaser-armed freighters, Klingons
    would have Drone-, disruptor, or phaser-armed freighters, and so
    21   Federation Overview
    In general, Federation ships have good all-around shields, good
    long-range firepower due to their photon torpedoes, and more
    "hull" than other races so their ships can take a bit more damage
    than other races and keep on running.
    However, Federation ships are just average in most areas, like
    maneuverability, firepower, available power, and so on. Many of
    the ships also lack rear phaser coverage. There were a lot of
    refits like the "plus" refit and the "R" refit to address some of
    the shortcomings.
    In general, the Feds have the most variants of ANY "empire".
    Federation ships generally have average to lousy heavy weapons
    arcs. In general, the photons are FA arc only, so you have to
    face the enemy to shoot.
    Feds have relatively few weapons in the rear arc. The "R" refit
    helped a little, but not enough, and not all ships have that
    Protect your front and rear shields, as you really need them.
    The photon torpedo is both a blessing and a curse. The long-
    recharge time is a big problem. To do a lot of damage you have to
    get in close, with overloaded photons. To do that, you're going
    to need power, but your power is spent overloading photon.
    Photons suck up a lot of power so don't expect to move very fast.
    If you need to move faster, deactivate 1 or more photons.
    On the other hand, photons are very flexible. You can stay at
    long range and pound the enemy with proximity photons. You can
    stay at medium range and engage with regular photons, or point-
    blank with overloaded photons. The choice is yours.
    Photons are susceptible to ECM. You need ECCM to counter any
    enemy ECM. Charge at least 1 ECCM to make sure you counter any
    enemy ECM.
    Feds usually have a secondary weapon like drones to keep the
    enemy busy while the photon reloads. Or you can combine the
    weapons for a true alpha strike.
    Feds have average number of transporters and boarding parties.
    Against AI this is not a major problem, but against humans this
    can be.
    Your ship's maneuverability is average, so you won't be able to
    outturn any one. Use HETs only for emergencies (such as enemy on
    your tail).
    In general, the Fed ship is designed to take the alpha strike of
    enemy, and STILL reply with a devastating alpha strike.
    As a Fed, you need to time the photons. Start slow and charge the
    photons to regular or overload. When ready, speed up to 24+, get
    in close to shoot, then open the range again to recharge.
    If the enemy won't let you get close, use prox photons to pound
    them and wear them down.
    Coming soon...
    21.3  BEST SHIPS
    If you can afford a trade, get FFD+ early on, and later NCD+ or
    CADR+. The drone ships provide a TON of firepower and can move at
    MUCH higher speed than a typical Fed ship. It also gives you
    scatter packs. The only problem is running out, so get LOTS of
    The Feds borders just about EVERYBODY, so they have to be
    prepared to fight everybody. Feds are usually allied with Mirak,
    Gorn, and Hydrans. They fight with everybody else.
    21.4.1    Klingons
    Klingons have low "peak output" and their ships aren't built
    quite as strong as your ship. Your photons may take twice as long
    to load, but does twice the damage as his disruptors, so if you
    can blow down his shields, you'll cause more internal damage.
    If Klingon launch a scatter-pack, consider using your photons in
    proximity mode to kill it. If you get it, you would have taken
    out most of his reloads. With the R-refit, you are less
    vulnerable to scatter packs. Consider giving one back as your own
    surprise (any ship that has drone racks can buy at least 1
    scatter pack).
    If they choose to overrun, reinforce front-shields and BLAST them
    point-blank, and thank them for their stupidity.
    If they decide to do the "Klingon Saber Dance" (stay around range
    15), arm regular torpedoes and see if he turns in or out. If he
    turns out, shoot at his weaker rear shields with prox photons. If
    he turns in, overrun him with a sudden speed increase.
    Alternatively, you can also try the "Starcastle" as a defensive
    Remember to counteract their ECM with your ECCM as your photons
    are more affected by ECM.
    Keep a few tractors to defend against their drones. Save the
    phasers for the enemy SHIP.
    21.4.2    Romulans
    Hunting cloaked Romulans is difficult, as is dodging plasma
    Keep your speed up, 20 to 24 or higher, then load prox photons
    and phasers and keep firing them 2 at a time to wear down his
    shields, even when he's cloaked. Get closer when he's cloaked,
    stay away when he's not. Reserve phasers for anti-torpedo
    defense. Stay out of his torpedo firing arc so he can't shoot his
    torpedo at you.
    Scatter pack or drones can be useful if timed right, but wasted
    Plasma torps don't do that much damage except the very large ones
    and you keep your range and speed up. The danger is eating them
    on a downed shield or eating a whole group of them at once. That
    will leave you with no power to go anywhere, then you die.
    21.4.3    Lyrans
    The ESGs can be a problem as the ESG can be used for both ramming
    (protect against overrun) and drone defense. Launch drones to
    waste his ESG field so you can blast him with photons and
    Otherwise, Lyrans are like Klingons without drones. They are
    vulnerable to anchors as they don't carry ADDs. And your photons
    have more crunch power than his disruptors. Just watch out for
    those ESGs. ESGs should be primary target for H&R raids.
    21.4.4    Other races
    You should not be fighting Hydrans or Gorns as they are usually
    your allies. However, here's are some quick tips.
    Hydrans has heavier weapons closer-in due to their fusion beams.
    Hellbores hit your downed shield no matter the facing. They also
    like their fighters. Stay at range, kill the fighters, then
    bombard the enemy ship with prox photons. With Ph-Gs Hydrans are
    almost drone-proof even without weasels. So just fire them to tie
    up his phasers.
    Gorns are like Romulans that turn worse and don't cloak. However,
    they have heavier torpedoes. Keep your speed up and go for its
    rear shields. Stay away from those plasmas and you should eat
    them for lunch. They don't fight drones that well either.
    21.4.5    Orions
    Orions can be equipped with anything, but in general are smaller
    and weaker than equivalent Starfleet ships. They can't take much
    damage after their shields are penetrated. If they cloak, treat
    them like Romulans.
    21.4.6    Monsters
    There's nothing special about killing monsters with Feds. Just
    use all the weapons, use a scatter-pack if you have one.
    22   Klingons
    In general, Klingon ships are faster, more manueverable, with
    better weapon arcs, but less shielded (more shields up front than
    rear), less hull (so can take less damage overall), and armed
    with generally weapons with lower peak output.
    The Klingons fight by maneuvers, exploit their superior weapon
    arcs, and wear down the enemies. Klingons use their drones to tie
    up enemy phasers rather than as a primary weapon.
    Playing Klingons are generally quite difficult on the "timed"
    missions, as you don't have time to wear down the enemy. You have
    to exploit the scatter-pack to draw away enemy phasers and maybe
    even get a few hits in.
    Klingons needed a lot of refits as those disruptors don't quite
    deliver the crunch power. In general, there are two, the B-refit
    which added drone launchers, and K-refit, which improved phasers.
    Klingon command ships (C variant) that received the K-refit are
    re-designated as L variant. So a D-7C that received the K refit
    is known as D-7L.
    Klingons have a lot of transporters so capture and/or H&R are
    good firepower supplements. Your marines CAN turn the tide of a
    battle. Use them!
    Klingons invented the "saber dance" tactic. You need to maneuver
    a bit and keep as far as possible.
    You may be able to get some hits with a scatter-pack, but you
    probably don't have enough launchers to provide a lot of reloads.
    Most of your opponents have ADDs or phasers. Still, it may be
    enough to surprise an opponent.
    Klingons also like the oblique pass, due to the weird "wing"
    phaser arcs.
    Coming soon.
    Here's some discussion on fighting special enemies.
    22.3.1    Federation
    The "flatheads" build solid ships, and prefer overruns.
    You can wear them down by saber-dancing. Use ECM to make their
    photons miss, and stay out of overload range. Then hit them
    during their reload cycle.
    Use your drones to tie up their phasers. A scatter-pack may gain
    you some hits as well. However, you may be a bit short on scatter-
    Exploit their lousy firing arcs with oblique passes. Your "wing"
    phasers have excellent arcs, so use them.
    22.3.2     Hydrans
    The "snakes"... Can be a problem. Their ships are quite tough,
    with a LOT of forward shielding. They also have fighters to
    supplement their firepower.
    Try to kill the fighters first. Their fighters can do you a lot
    of harm by creating down-shields that the mothership can exploit
    with hellbore. Their fighters should pull ahead of the ship. Save
    your phasers the fighters at first. Use drones on the fighters
    too to tie up their phasers. Stay away from the ship and kill the
    fighters, THEN deal with the ship.
    After the fighters on gone, do your normal saber-dance against
    the Hydran ship. Stay out of fusion beam range. The snakes have
    "two-turn" weapons. Charge in during his recharge cycle and use
    H&R raids on his heavy weapons. His hellbore (if he has any)
    don't do much damage at long range compared to your disruptors
    and you fire twice as often.
    22.3.3    Romulans and Lyrans
    Romulans and Lyrans are traditionally friendlies (or "enemy of my
    enemy") and thus you usually don't fight against them.
    Romulans with cloak can be difficult to kill. Keep the speed
    high. If the Romulan cloaks, move in to point-blank and do an
    overrun from the side and exit to the rear. Have scatter-pack
    ready to deploy the second he decloaks.
    Lyrans need their ESG to do full damage. Thus saber-dancing can
    wear them down. While his ESG can sweep your drones, his ESG has
    a time limit. Go in during his "off" period and you can catch him
    for a few hits.
    22.3.4    Gorn
    Usually a Klingon ship will never encounter a Gorn ship as the
    Gorn is on the OTHER side of the Federation (on the Romulan
    Gorn ships are generally slow to turn but have good firing arcs
    for their plasma torpedoes. Stay away, keep speed high, and wear
    them down.
    22.3.5    Orions
    Orions can be armed with just about anything.
    22.3.6    Monsters
    Klingons have slightly harder time dealing with monsters, as
    their drone launch rate is generally quite low (except for the
    drone variants like D-6D or D-7D), but no harder than the Feds.
    Most monsters do not have shields (except SGs) so the lower
    "crunch power" of the Klingons does not matter that much.
    23   Gorns
    Gorns are intelligent saurians (dinosaurs) and are pretty slow
    and clumsy, but very powerful. They design their ships the same
    way... They don't turn well, but they have great torpedo coverage
    arcs and those torpedoes will put a world of hurt on you. The
    ships are also nicely shielded and can take a lot of damage.
    They also have a lot of "marines" onboard (accounts for increased
    combat prowess) and shuttles. However, they lack transporters
    (too much bulk to beam?).
    Gorn invented the "anchor" tactic. They live and die by it.
    The "split arc" of Gorn plasma launchers (half left and half
    right) can also be used to do the "plasma string" and oblique
    Gorns have a lot of shuttles, use them.
    Consider conducting H&R raids on enemy tractors and phasers to
    give yourself an advantage on phaser and torpedo exchange.
    Charge suicide-shuttles and drop them at overruns. You have
    enough shuttles.
    Coming soon.
    Here's some discussion on fighting special enemies.
    23.3.1    Romulans
    The traditional enemy, you want to force the Rommie to give up
    the initiative by cloaking, then you can do what you want with
    him. In general you have a better ship as his bpv is partly in
    the cloak. Use flash bulb and other anti-cloak tactics.
    23.3.2    Lyrans
    To be completed, wrong side of galaxy. Basically, keep your
    distance and keep sending it torpedoes (even a few fake ones).
    Try to draw a weasel to limit his mobility. Stay out of ESG range
    and you'll be fine.
    23.3.3    Federation, Hydrans
    Gorns usually don't fight the Feds as they're allies (after that
    little initial misunderstanding). Still, if you must fight one,
    draw out his photons, then see if you can get him to give up the
    initiative by using his wild weasels, THEN take him with
    Hydrans are on the wrong front, and are nominal allies. Hydrans
    would want to get close to you, so underload your torpedoes and
    fly all around him, use your side arcs, killing his fighters,
    then himself. Consider defensive (shotgun) launch.
    23.3.4    Orions
    Orions can be armed with just about anything.
    23.3.5    Monsters
    Gorn don't have particular difficulties against monsters. Use
    enveloping torpedoes except against astro-miners and sungliders.
    24   Hydrans
    Hydrans have several specialties... They love fighters (a lot of
    their ships carry small squadrons). They have fusion beams (close-
    range heavy weapon). They have hellbores (which damages your
    weakest shield, even if non-facing). Hydrans also use gatling
    phasers for point-defense. If you get close to them, they will
    destroy you.
    Hydran ships often carry a couple fighters as fire support. As
    Hydrans don't use drones, their fighters rely on mini-Hellbore,
    mini-Fusion, and phasers to do damage. As a result, Hydrans tend
    to lose ALL fighters during a fight, and that can be a
    significant drain on your prestige pts. Try to find the variants
    that have little or NO fighters onboard, or try NOT to launch
    them unless you really need them. Replacing 100-200 pts of
    fighters per battle is NOT fun. This is even worse under AI
    In SFB history, the Klingons and the Lyrans once conquered the
    Hydran Kingdom. However, the invaders managed to miss a few
    colonies, and it was from these few colonies, and through some
    outside help (from the Feds and Mirak) did the Hydrans regained
    their territory. They are mortal enemies with the Klingons and
    Lyrans, and by extension, are friendly to the Feds and Mirak (and
    The Hydrans only have a "plus refit", which improved shields and
    added one or two more phasers. Hydran ships, however, tend to
    have a LOT of ph-2's. Only later ships and heavier ships get ph-
    1's. Some of that was addressed by the refit.
    Hydrans are in general very short on transporters. Even their
    heavy cruisers only have like 2 or 3 transporters, compare to 4
    or more of other races. Capturing other ships can be difficult.
    Also, the fighters can blow up the ships you intend to capture.
    Don't think about capturing other ships unless you have 3 ships,
    all loaded with marines, and at least 3 transporters each.
    Hydran ships fall into two distinct camps: the "chargers" armed
    with Fusion Beams, and the "shooters" armed with Hellbores. As a
    result, they have very different tactics. Eventually Hydrans made
    the "hybrid" ships that carries both, but that's another story.
    The "chargers" basically use the overrun by charging in with
    fusion beams on overload, and fire all weapons at point-blank. It
    is not subtle, and it works. At the minimum, it creates a down-
    shield, which can be exploited by the Hellbore-armed ships and
    perhaps fighters.
    The Hellbore-armed "shooter" ships exploit the down-shields or
    the lowest shields from a distance. Hellbore as a heavy weapon is
    relatively weak, so you need something else to weaken or down a
    shield so you can use Hellbore to do internals. The Hellbore
    versions also have slightly more power.
    Hellbore is great to exploit the Mizia concept. [See 6.10]
    The hybrid ships can do both. Indeed, the "hybrid" ships should
    use the charge tactic to beat down an enemy shield with fusion
    beams and such, then use the hellbore to exploit the down shield.
    If you got a "specialized" ship (i.e. all hellbore or all fusion
    beam), pick fighters that will complement your weapons. If you
    get a "hybrid" ship, get hellbore fighters.
    An overloaded Hellbore is also a very strong overrun weapon. At
    point-blank range a salvo of 4 hellbore (can't miss) do
    significant amount of damage, esp. with a down shield. If you
    only have one or two, don't bother with Hellbore overrun.
    In a fleet battle, fusion-armed ships should collaborate with
    hellbore-armed ships.
    The AI ships tend to send their fighters to "charge", thus losing
    them. Give AI control of the fighter-less ships (or at least the
    one with the least fighters) to lessen the "drain" of prestige.
    One special maneuver is the "Hydran Anchor" performed with fusion
    ships. Allocate full power to tractors, speed, and
    reinforcements, none to weapons. Anchor the other guy, and
    EmerDecel. Take his alpha strike on the reinforced shields. Set
    speed zero, charge suicide overload. By the time the enemy
    charges enough to break your tractor, your suicide overload
    should be ready. Pound enemy ship into scrap.
    Coming soon.
    Here's some discussion on fighting special enemies.
    24.3.1    Federation / Gorn
    These are normally your allies, so you wouldn't be fighting them.
    However, it's nice to know your enemy's weaknesses.
    The Feds usually have lousy maneuverability and their crunch
    power doesn't QUITE measure up to your fusion beams. After you
    give him a good alpha strike pull back and use hellbore to
    exploit the down shield, while stay away from his prox photons.
    Gorn has lousy maneuverability and your phasers can make a dent
    in those plasmas. Keep your speed up and reserve those ph-Gs for
    point-defense. Fly like a Klingon, dance at long-range and
    "plink" them to death. Think of them as clumsier Romulans.
    24.3.2     Romulans
    Hydrans against Romulans can be a tough fight, as Hydrans usually
    don't fight Rommies. (Wrong front.)
    The fighters can be quite useful to surround cloaked ships so
    they get a beating while trying to decloak. Then the Rommie gets
    a rude choice... Shoot the torpedo at the fighters while you
    swoop in, or shoot the torpedo at you and get plinked by the
    Keep your speed up and watch for those torpedoes. You have enough
    phaser power to reduce the impact, but you will take damage. When
    the enemy is recharging, get in there and give them a licking at
    point-blank range. Use your fighters to keep them busy while you
    24.3.3    Lyrans
    Lyrans with their ESG can be bad for the fighters. Set fighters
    to harass and use Hellbores to bring down the ESG. Then close in
    for the point-blank fusion beam fusillade. At close range your
    fusion beams beat his disruptors. Consider launching the fighters
    AFTER you made your first pass.
    24.3.4    Orions
    Orions can be armed with just about anything.
    24.3.5    Monsters
    Hydrans typically have problem with the plasma-armed monsters
    (who doesn't?). Other monsters are pretty easy to kill with
    fighters' help.
    25   Lyrans
    Lyrans are like Klingons, except they use ESGs (expanding sphere
    generators), which basically puts out a forcefield that can be
    used for drone defense, shuttle defense, and ramming. They use
    disruptors as secondary weapons.
    Lyrans are mortal enemies of the Mirak. Their ESG was designed to
    counter the Mirak drones.
    Lyran ships were notoriously short on power. Several of the
    refits added power, then more power.
    The ESG is a difficult weapon to use well. They are great in
    overruns but they don't do damage until extremely close range,
    and they have limited duration. If you dance at extended range
    they are useless.
    The Lyran AI seems to be vulnerable to long-range drone
    bombardments. It doesn't seem to power up the ESG except when you
    are nearby. So if you can launch a swarm at it from beyond range
    15 often it will not power up the ESG and many drones will get
    Lyrans love the overrun so they can put their ESG to work.
    Lyran ships tend to have FA arc firepower so they can do the
    oblique pass, but their ESG needs overrun.
    Lyran ships tend to be wee bit short on power. Charge ESG when
    you need them.
    Consider leaving the ESG off and do multiple oblique battle
    passes (like the Klingons), then suddenly reverse course with HET
    and overrun the enemy with ESG popped.
    Coming soon.
    Here's some discussion on fighting special enemies.
    25.3.1    Klingon, Romulan
    These are normally your allies, so you wouldn't be fighting them.
    However, it's nice to know your enemy's weaknesses.
    If you need to kill Klingons, forget the disruptors. Power them
    down and run down the Klingons with ESG ram. They would be
    expecting a disruptor duel, don't give them one.
    ESG is deadly to Romulans, as cloak doesn't protect them from ESG
    25.3.2    Hydran
    Lyran fighting Hydran tend to use ESG as fighter defense, which
    may not be a good idea. Fighters usually won't approach close
    enough. If you set ESG to higher radius, it's less effective.
    ESG also interacts with Hellbore, thus giving you an 'extra' set
    of shields.
    25.3.3    Federation
    You probably won't fight the Feds as they're on the other side,
    but you need to be prepared.
    Feds like overrun with photons, so your ESG makes a good match.
    If he goes for maneuver, fly like a Klingon and pound him from a
    distance. He can't reload photons AND stay away from you at the
    same time.
    25.3.4    Gorn
    The Gorns are on the wrong side of the map, so you probably won't
    fight them. Any way, Gorns can't turn worth **** so just snipe
    him with your disruptors from long range. When he tries to chase
    you down or he launched his torpedoes and you can outrun them, go
    for ESG attack. Just make SURE he has no torpedoes... You don't
    want to get anchored!
    25.3.5    Orions
    Orions can be armed with just about anything.
    25.3.6    Monsters
    Nothing too special with the Lyrans against monsters. Overrun
    when you can.
    26   Romulans
    Romulans are famous for their cloaking device and plasma
    Romulan ships have three distinct generations: refitted relics,
    Klingon conversions, and new designs. Each generation is quite
    different in design philosophy and equipment. See the manual for
    more details on each generation.
    Some ships have enough power to recharge weapons AND move while
    under cloak. Others don't. Watch your power curve and cloak cost
    and determine which type of ship do you have.
    The old gen Romulan ships have lousy hull, lousy turn mode, and
    lousy power. However, they have good shields, some armor, and
    very heavy weapons for their size. And of course, they have the
    cloak, and the NSM.
    Consider your battles as "samurai duels"... Like those Japanese
    samurai epics, or the pistol duels, ONE shot will determine who
    win or lose. This means you HAVE to look for THE shot. Spend your
    pseudo in the most opportune moment. One mistake, and you're
    Use the NSM in the underrun to force the enemy to turn a certain
    direction to help you disengage.
    Older Rom ships do NOT have the power to do the Gorn anchor, so
    don't do it.
    The KR ships are decent ships... They traded shields and some
    weapons for maneuverability and survivability. You can now go for
    a bit more maneuver battles. Oblique pass and underrun are now
    One possible tactic is the underrun feint. Do your battle turn,
    fire pseudos and cloak. The enemy ship fires his weapons and turn
    away. You then immediately decloak and feed him the REAL
    The Hawk series are built for the oblique pass, and lots of
    maneuvers. Hawk series has good plasma arcs and wide phaser arcs.
    Maintain high speed, do the oblique attack, and kill those
    Coming soon.
    26.5.1    Federation
    Feds will tend to keep away from you as they know your power of
    plasma. They will seek to draw your plasma, then come back for an
    overrun. Confuse them with pseudos (NOT necessarily the first
    shot) and downloading.
    26.5.2    Gorn
    Battle with the Gorn tends to be long and drawn-out affairs. It's
    been called "plasma ballet", except the Gorn can only waddle. Use
    your superior turn mode to get away from his torpedoes while
    setting up your own. Watch out for his firing arcs.
    26.5.3    Hydrans
    You probably won't fight the Hydrans as they're on the wrong
    For Hydrans, deal with the fighters first, if any. Then consider
    opening with an enveloping torpedo or two to sandpaper his
    shields. Stay away from the fusion beam ships and pound the
    hellbore ships.
    26.5.4    Orions
    Orions can be armed with anything.
    26.5.5    Klingons and Lyrans
    These are nominally your allies, so you probably won't fight
    them. Still, it's nice to know a few tricks.
    For Klingons, their low crunch power means they'll stay away.
    Download torpedo to get into range. Reserve tractors for drone
    For Lyrans, you'll just have to do your plasma ballet and stay
    away from his ESGs. Do NOT cloak. Their ESG don't care if you're
    cloaked or not, but plasma goes right through.
    26.5.6    Monsters
    Romulans and monsters... enveloping torpedoes all the way, except
    astro-miners (who are also equipped with plasma) and Sungliders
    (who has shields). Keep your speed up, and keep shooting, as
    there is no time limit on monster killing.
    27   Orions
    As you can't play AS the Orions (the OP expansion will be covered
    by a separate guide) this section is mainly as a tactical
    Orions show up just about EVERYWHERE and can act as mercenaries
    to all of the major races. They can also use all sorts of
    equipment. Most Orions use a mix of weapons.
    Orion ships also have a lot of boarding parties compared to other
    Orions don't operate heavy military ships. The largest military
    ship they have is a BCH, and there is only one of them per
    cartel, as the main cartel enforcer. Each local "branch" of the
    cartel own a CA as the local enforcer.
    Orion DN, and BB are in the master shiplist, and thus is listed
    below for comparison. They are listed as "conjectural".
    The smaller ships, such as CR, BR, LR, and DBR did the every-day
    raiding and mercenary activities.
    Trivia: the DoubleRaider was really two light raiders joined
    together like a Siamese twin. Some smaller shipyards can't build
    the larger hull, so they settle for this. It is tolerable but not
    that good.
    There are THREE variations to each class of ships, differing
    slightly on armament.
    Some Orion ships may have a cloaking device.
    Orion freighter, the "Slaver" and "Viking", may make an
    occasional appearance.
    27.1  LIGHT UNITS
    DW          Outlaw-class War Destroyer
    DWS         War Destroyer Scout
    PR          Patrol-class light raider
    LR          Privateer-class light raider
    LR+         Improved LR
    LRS         Scout LR
    27.2  MEDIUM UNITS
    DCR         Hellraiser-class Double Raider Cruiser
    DBR         Plunderer-class Double Raider
    CR          Raider-class cruiser (light)
    CR+         Raider-class cruiser (improved)
    AR          Attack Raider-class light cruiser
    MR          Medium Raider-class light cruiser
    BR          Battle Raider-class war cruiser
    BRC         Battle Raider-class, Commando
    BRH         Master Assassin-class new heavy cruiser
    27.3  HEAVY UNITS
    BC          Heavy Marauder-class Battlecruiser
    BCH         Executioner-class Heavy Battlecruiser
    CA          Marauder-class heavy cruiser
    CA+         Marauder-class heavy cruiser, plus refit
    HR          Heavy Raider-class cruiser
    DN          Grandfather-class DN (conjectural)
    BB          Battleship (conjectural) [Great-grandfather-class?]
    27.5  FREIGHTERS
    SLV         Slaver-class freighter
    VIK         Viking-class freighter
    28   Monsters
    You can't play as a monster. This is mainly here to show you how
    the monsters are armed and how you can kill them.
    There are 18 different monsters, divided into 6 types (AM, DM,
    LC, MT, SG, SS) of 3 sizes (S,M,L) each.
    Monsters rarely if ever exceed speed 15, though some can go speed
    25 in certain cases. The larger they are, the slower than move.
    Average speed is about 12. The small monsters have been seen
    moving at speed 28 to 31.
    Monsters are unshielded except Sungliders (SG's). They have armor
    instead. That means you can hit them from ANY angle. Plasma users
    should use enveloping torpedoes, as that causes FAR more damage.
    On a shield you end up damaging shields, but on unshielded
    targets they do all internal damage.
    Monsters are vulnerable to mines in general. They usually have
    pretty lousy turn rates.
    Monsters are vulnerable to seeking weapons except the SG's. That
    one has phasers that can kill drones. However, a big enough salvo
    can kill any monster.
    In general, monsters are quite easy to kill unless you are
    careless. These are the easiest prestige points you can earn.
    28.1  ASTRO MINERS
    [Looks like an asteroid]
    The AM's (Astro-miners) are armed with plasma torpedoes, and are
    very dangerous. The bigger ones have heavier torpedoes, including
    Type-R torpedoes, as well as an assortment of smaller torpedoes.
    Stay at high-speed and stay away from it. Reserve phasers for
    torpedo defense. Fight at long range so you have time to wear
    down the torpedo. Do NOT close to overload range. Don't even come
    with in range 10 of this monster.
    Use all seeking weapons you got, scatter-pack is good. Shuttles
    may be too slow.
    Doomsday Machine only appears in special scenarios.
    The DM's (Doomsday Machines) are armed with PPDs. Their splash
    damage can strip your facing shields. It also has tractor beams,
    so drones may not be of much use against this one.
    28.3  LIVING CAGES
    [Looks like a bunch of rods connected together like a
    construction scaffold]
    The LC's (Living Cage's) are armed with Hellbores. Their splash
    damage goes after your weakest shields. The larger they are, the
    more hellbores they have. Otherwise they are not too hard to
    kill, esp. with seeking weapons.
    LC's (along with MT's) can repair themselves slowly.
    28.4  M-EATERS
    [Looks like a tripod inverted]
    The MT's (M-Eater's) are armed with Fusion Beams, which is a
    close range weapon, so stay away. The bigger the MT, the more
    FB's it has. It can beat down your facing shield on one pass.
    They usually don't move that fast, so you can dodge them.
    MT can also repair itself slowly (like Living Cages).
    28.5  SUNGLIDERS
    [Looks like a spinning top where the top part is a spread of
    The SG's (Sungliders) are armed with phasers (up to Ph-4's). It
    also has shields instead of armor.
    Stay at long-range and overwhelm one of its shields, then go in
    and blast it into pieces. It can repair itself slowly.
    [Looks like a bullet with a split tail]
    The SS's (Spaceshells) are armed with disruptors, and not that
    dangerous. They can move pretty fast so they may be able to
    outrun slow drones. The bigger the monster, the more/heavier the
    disruptors are.
    29   Bases
    Bases and planets are the places where you get your supplies in
    Dynaverse. Occasionally you'll bee to attack (or defend?) one so
    it's best to know.
    29.1  STARBASE (SB)
    Starbase is the big mama, armed with ph-4's that can blow up
    ships, as well as heavy weapons. Some have hangars for fighters,
    and shields that are extremely heavy. So how do you kill one?
    With a LOT of firepower.
    Deal with the defender ships first, away from the base. Those ph-
    4's can hit from very far away (range of 100) so stay away for
    now. Then kill the fighters if any. Arm all scatter-packs you can
    and perform oblique pass with ECM and EM. Then start launching
    overwhelming salvoes of drones and seeking weapons. Then circle
    the base, reinforce facing shields, and fire at its down shields.
    If it hits your (or your ships) hard, turn 180 and let the other
    shields take the heat for a while. If you shoot only at the down
    shield it should not take long to kill the base.
    Battlestation is somewhere between starbase and base station in
    size, and is armed with both ph-4s and heavy weapons. They have
    far less shields than starbase and can be destroy with a decent
    amount of firepower.
    29.3  BASE STATION (BS)
    Base Stations are simple structures that is not that heavy armed,
    but they have enough phaser-4s to make a big dent in your
    shields. Against a fleet they won't last very long, but they can
    damage a single ship easily.
    Other than the big three, there are also smaller stations like
    science stations, listening stations, relay posts, stardocks, and
    so on. Those are usually NOT manned or minimally manned so they
    aren't that important.
    Science Station (SBS), unarmed, some shields
    Defense Platform (DEF), a couple phasers and 2 of the smaller
    heavy weapons
    Listening Post (LP), unarmed, unshielded
    Stardock (FRD) [Fleet Repair Dock], unarmed, shielded, lots of
    tractor beams
    30   Misc. Information
    In order to play the original SFC online at Gamespy Arcade, you
    can download the files necessary to bring you to current version
    with the proper fixes to play online at
    --- THE END --- (for now)

    View in: